
Learn practical vector math for Unreal Engine, using vector direction, length, cross and dot products to drive arrows, look-at rotations, and object placement in global and local 3D space.
Learn how to measure the shortest distance between an arrow object and a ball to obtain the vector length, also called magnitude or size, in centimeters, using simple mathematics.
Learn to compute the vector length in Unreal Engine by measuring the distance from origin to the ball using x, y, z components, squaring, summing, and square rooting.
Explore how a unit vector maintains a length of one and points in a direction, using normalization to calculate the directional vector with simple math.
Explore vector scaling in Unreal Engine with practical examples: uniform scaling, axis-specific scaling, and directional vector scaling using orange and green balls to illustrate direction and lengths like 800 units.
Implement vector scaling in Unreal Engine with a blueprint construction script, normalize the direction, apply uniform and 3D scales, and set the final actor location to drive level simulation.
Explore vector addition by combining components to position a green ball from two orange vectors, translating positions along x and y axes using direction and magnitude.
Learn to compute the displacement between arrow and target actor by vector subtraction, obtain direction by normalizing the vector, and update the arrow’s rotation in Unreal Engine blueprints.
Implement a shoot feature in Unreal Engine using a blueprint to compute a displacement vector, obtain the unit vector, and drive gradual movement with a timeline toward the target.
Explore sine and cosine functions to drive ball motion along x and y axes with adjustable speed and offsets. Understand radians and degrees, and how pi links angles to motion.
Learn to drive y-axis motion in Unreal Engine using the sine function, time since creation, distance multiplier, offset, and speed to produce a zero-to-one range.
Learn to control a sine function output in Unreal Engine blueprints by switching between degrees and radians, converting inputs with pi, and shaping a ball's motion with sine-based distances.
Explore the unit circle and 2d rotation with sine and cosine to create circular motion around an origin, with adjustable distance and center translation along the x axis.
Additional Details
Linear Transformations: https://bit.ly/3jt5KSy
control the green ball’s position by angle to achieve 2D rotation using sine input, degrees, and a vector with x and y components scaled by distance in a blueprint.
Learning Math can be challenging. But most of the time we just need to apply Math for games & 3D designs.
So, we don't need to dive into theory in the traditional way. Instead, we can understand these Math concepts & simply apply them to do what we really need.
For example, if you need to find a speed for a given direction of a car, you can simply use the dot product. But you don't need to know how to calculate dot product or try to learn the Math proof behind it.
In this course, we will learn about basic Math for games & 3D by doing real-world Unreal Engine projects.
Although we take an examples first approach, at the end of the course you will have a clear understanding of:
Basic Vector Mathematics
Basic Trignometry
3D Spaces
3D Rotation & Orientation
Cross Product
Dot Product
Quaternion Rotation
Projects based Approach
When you signed up, you can download an Unreal Engine app with all the projects we are doing
It has a set of Completed projects which we build through the course
It also has a set of Practice projects in which you can work to understand the concepts in detail
Structure of a Typical Lesson
First, we will give you an introduction to what we are doing
That's a walkthrough of an Unreal Engine project & some high-level overview of what kind of Math we are using
Then you can watch a tutorial on how to create the project from scratch
After that, you can try it out with the provided practice project
In the end, we will ask a couple of questions. (Here, our goal is to encourage you to work on practice projects)
Let's Get Started!