Unreal Engine 4: Character Skill System
4.7 (208 ratings)
Course Ratings are calculated from individual students’ ratings and a variety of other signals, like age of rating and reliability, to ensure that they reflect course quality fairly and accurately.
2,808 students enrolled

Unreal Engine 4: Character Skill System

Master the tools used to build "Fortnite" as we craft our very own character skill system using Unreal Engine 4!
4.7 (208 ratings)
Course Ratings are calculated from individual students’ ratings and a variety of other signals, like age of rating and reliability, to ensure that they reflect course quality fairly and accurately.
2,808 students enrolled
Created by Greg Wondra
Last updated 6/2020
English
English [Auto]
Current price: $104.99 Original price: $149.99 Discount: 30% off
5 hours left at this price!
30-Day Money-Back Guarantee
This course includes
  • 25.5 hours on-demand video
  • 11 downloadable resources
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion
Training 5 or more people?

Get your team access to 4,000+ top Udemy courses anytime, anywhere.

Try Udemy for Business
What you'll learn
  • How to download, install, and setup a project in Unreal Engine 4
  • How to use the Side Scroller Project Template in Unreal Engine 4 to create a "Metroidvania" style game!
  • How to implement a Paragon Character (from Unreal Engine 4's stock of FREE assets) as a Playable Character
  • How to add acquirable Movement, White Magic, and Black Magic Skills to a Player Character
  • How to add Health and Mana Systems to a project
  • How to create supporting HUD and Interactive Menus using Unreal Engine 4's Widget Blueprints
  • How to Script Interactive Gameplay elements utilizing Unreal Engine 4's Blueprint Scripting tools
  • How to hook up Player Character Animations
Requirements
  • SUGGESTED: Basic computer knowledge
  • SUGGESTED: Basic understanding of / knowledge of Unreal Engine 4 (some XP will help you!)
  • SUGGESTED: Desktop PC with Windows 7 (or later) 64-bit - OR - a Mac with Mac OS X 10.9.2 or later
  • SUGGESTED: 8 GB RAM
  • SUGGESTED: Quad-core Intel or AMD processor
  • SUGGESTED: DirectX 11 compatible video card
  • SUGGESTED: Unreal Engine version 4.21 or later
Description

In this game design course, I'll be guiding you step-by-step through the construction of a custom made CHARACTER SKILL SYSTEM using Unreal Engine 4:  THE premier free to download gaming engine!  (AND the SAME engine used to build "Fortnite.")

This course contains over 145+ fun to follow video lessons.  Topics covered include:

  • How to create a 3D Sidescroller Project in Unreal Engine 4

  • How to create interactive and animated Menus and HUD utilizing Widget Blueprints

  • How to create interactive objects using Blueprint Scripting (NO CODING KNOWLEDGE REQUIRED!)

  • How to create 6 different Player Skills using Blueprint Scripting:

    • Double Jump

    • Back Dash

    • Fireball (direct attack)

    • Electro Shock (AOE attack)

    • Lens of Truth (reveals secret passageways and platforms)

    • Transform into Mist (allows you to pass through gates)

  • How to retarget Skeletal Meshes and Animations

  • How to create and edit an Animation State Machine

  • And more!

With the knowledge gained in these video lessons, you will be armed with the necessary skills to start building your OWN character skill system (WITHOUT any programming knowledge needed)!

Who this course is for:
  • Students interested in learning how to use Unreal Engine 4 to create games
  • Students looking to expand their knowledge of Blueprint Scripting, Widget Blueprints, and Animation Hook-Ups in Unreal Engine 4
  • Students who want to learn how to add a skill / ability / magic system to their game
  • Students interested in the "Metroidvania" genre
Course content
Expand all 149 lectures 25:43:38
+ Project Setup
6 lectures 34:15

In this short video I'll just be covering some (IMPORTANT!) things to keep in mind as you work your way through the course. 


THIS LESSON TEACHES HOW TO...

  • Navigate the Course 

Preview 03:38

In this video I'll guide you through the download and installation process for Unreal Engine 4.  Unreal Engine 4 is FREE to download and install! 


THIS LESSON TEACHES HOW TO...

  • Download & Install Unreal Engine 4 

Download & Install
01:22

In this video we'll create and name our project as well as determine where we'd like to store project files on our computer.  This will be a "Blueprint" based project (no coding experience needed!) and will make use of the "Side Scroller" template that comes with Unreal Engine 4. 


THIS LESSON TEACHES HOW TO...

  • Setup a Brand New Project 

Preview 05:16

In this video we'll be creating the folder structure inside of our project where we'll be storing created assets.  It's always a good idea to work in an organized fashion with a consistent naming convention right from the start. 


THIS LESSON TEACHES HOW TO...

  • Create & Color Folders in the Content Browser 

Project Organization
04:18

In this video we'll be adding on some FREE Assets from the Epic Games Launcher that we'll be using throughout this course.  Some of these add-on packs will contain things such as particle effects and sounds we'll be using later on in the course. 


THIS LESSON TEACHES HOW TO...

  • Add Marketplace Assets to Project 


ASSETS ADDED / CREATED...

  • InfinityBladeEffects

  • InfinityBladeGrasslands

  • InfinityBladeFireLands

  • InfinityBladeIceLands

  • Paragon:  Countess

  • SoulCave

  • SoulCity 

Project Add-Ons
06:31

In this video we'll create a simple "test map" that'll act as a playground for building and testing our character actions, interactions, and skills. 


THIS LESSON TEACHES HOW TO...

  • Create a map (level)

  • Edit Directional Light Actor

  • Set 2D Layer Snap Settings

  • Set Editor Starter Default Level

  • Set Game to Instantly Receive Mouse Input 


ASSETS ADDED / CREATED...

  • Level:  MV_TestMap 

Project Test Map
13:10
+ Character Setup
3 lectures 37:45

In this video we'll be moving and renaming the character asset the user will be controlling.  Additionally, we'll modify a few parameters to ensure our character is traversing down the X+ axis so that our character travels from left to right from a top orthographic view. 


THIS LESSON TEACHES HOW TO...

  • Move an Asset

  • Rename an Asset

  • Edit Player Movement Direction

  • Edit Player Camera Settings   

Character Basic Setup
08:05

In this video we'll be walking through the process of retargeting the Paragon "Countess" Character onto our BP_Player.  This process will allow us to use the "Countess" skeletal mesh and animations! 


THIS LESSON TEACHES HOW TO...

  • Retarget Skeletal Meshes and Animations 

Character Retargeting #1
14:17

With our retargeting process completed in "part 1," this video focuses on setting up our BP_Player to use the desired skeletal mesh and animations. 


THIS LESSON TEACHES HOW TO...

  • Change Skeletal Meshes

  • Change Animation Blueprints

  • Modify a 1D Blend Space

  • Change Default Character Animations 

Character Retargeting #2
15:23
+ Character Movement
5 lectures 44:46

In this video we'll take a quick look at our intended control scheme for this project.  In addition to moving left and right and jumping, our character will be able to back dash, double jump, and use magical skills they'll be acquiring throughout the project. 

Preview 10:14

In this video we'll define a few properties within our Character Movement Component to determine how fast our character moves, how fast they rotate, and even how "sticky" they control. 


THIS LESSON TEACHES HOW TO...

  • Edit Character Movement Parameters 

Character Movement Basics
05:34

In this video we'll setup some of the basic elements needed to get our character's jumping ability working as desired.  This involves setting up an Input Action Mapping inside our Project Settings as well as setting some default jump parameters. 


THIS LESSON TEACHES HOW TO...

  • Edit Project Gravity Settings

  • Create an Input Action Mapping

  • Edit Character Jump Parameters

  • Add a Blueprint Component 


ASSETS ADDED / CREATED...

  • Input Event:  Jump 

Character Jump Setup
07:42

In this video we'll make our character's jump come to life by adding Sound and Particle Effects


THIS LESSON TEACHES HOW TO...

  • Create a Function

  • Script Gameplay   


ASSETS ADDED / CREATED...

  • Function:  JumpUpFX 

Character Jump Script
07:24

In this video we'll make our charater's landing (following a jump) come to life by adding Sound, a Particle Effect and Controller Force Feedback


THIS LESSON TEACHES HOW TO...

  • Create a Variable

  • Script Gameplay 


ASSETS ADDED / CREATED...

  • Variable (Float):  JumpScalar 

Character Land Script
13:52
+ HUD
14 lectures 02:26:14

In this video we'll import the assets needed to put the basic components of our HUD together.  Our HUD will consist of a player portrait, health and mana displays, and magic skills a player can wield. 


THIS LESSON TEACHES HOW TO...

  • Import Assets 


ASSETS ADDED / CREATED...

  • Texture:  T_Ink_Black

  • Texture: T_Ink_Pink


  • Texture: T_Portrait_Background

  • Texture:  T_Portrait_Pic


  • Texture:  T_Mana_Base

  • Texture:  T_Mana_Background

  • Texture: T_Mana_Orb 


  • Texture:  T_Starburst

  • Texture:  T_Magic_Empty

  • Texture:  T_Cooldown


  • Texture:  T_WhiteMagic

  • Texture: T_BlackMagic


  • Texture:  T_LTrigger_01

  • Texture:  T_RTrigger_01 


  • Font:  FT_Gothic_Letters 

  • Font:  FT_Gothic_Numbers 

HUD - Assets
05:08

In this video we'll create a Widget Blueprint to create our game's HUD.  We'll also create a HUD Blueprint Class.  This is a special "framework" blueprint we'll set our project to use in order to display our HUD on screen. 


THIS LESSON TEACHES HOW TO...

  • Create a Widget Blueprint

  • Create a HUD Class Blueprint 


ASSETS ADDED / CREATED...

  • Widget Blueprint:  WBP_HUD

  • Blueprint Class:  HUD_MetroidVania 

HUD - Creation
05:20

In this video we'll add our player character's portrait and health display to our HUD.


THIS LESSON TEACHES HOW TO...

  • Create a HUD Layout

HUD - Layout #1
14:46

In this video we'll add a mana display to our HUD. 


THIS LESSON TEACHES HOW TO...

  • Create a HUD Layout 

HUD - Layout #2
11:05

In this video we'll add a display for our character's (eventual!) White Magic skills to our HUD.   


THIS LESSON TEACHES HOW TO...

  • Create a HUD Layout 

HUD - Layout #3
15:56

In this video we'll add a display for our character's (eventual!) Black Magic skills to our HUD.   


THIS LESSON TEACHES HOW TO...

  • Create a HUD Layout 

HUD - Layout #4
10:35

In this video we'll be adding some Variables to our BP_Player such as health and mana so that we can reference these variables in our HUD. 


THIS LESSON TEACHES HOW TO...

  • Create Variables 


ASSETS ADDED / CREATED...

  • Variable (Float):  HealthMax

  • Variable (Float):  HealthCurrent

  • Variable (Float):  HealthPercentage

  • Variable (Float): ManaMax

  • Variable (Float):  ManaCurrent

  • Variable (Float):  ManaPercentage 

HUD - Player Attributes
05:56

In this video we'll create some Functions inside our BP_Player and then write some test scripts to modify our character's health and mana amounts.  This is essential to get our HUD's health and mana meters working properly. 


THIS LESSON TEACHES HOW TO...

  • Create Functions   


ASSETS ADDED / CREATED...

  • Function: UpdateHealth

  • Function: UpdateMana 

HUD - Player Functions
09:14

In this video we'll bind our HUD's health and mana widgets to variables stored inside out BP_Player.  This will enable our HUD to accurately reflect our player character's updated health and mana amounts. 


THIS LESSON TEACHES HOW TO...

  • Create Widget Blueprint Variable Bindings

  • Create Functions    


ASSETS ADDED / CREATED...

  • Function:  GetCurrentHealth

  • Function:  GetCurrentMana 

HUD - Bindings
09:51

In this video we'll create an intro Widget Animation for the HUD elements on the LEFT side of the screen so that they appear in an eye-pleasing manner. 


THIS LESSON TEACHES HOW TO...

  • Create a Widget Animation 


ASSETS ADDED / CREATED...

  • Widget Animation:  HUDLeftIntro 

HUD - Animation #1
11:31

In this video we'll continue on from where we left off in part #1.

HUD - Animation #2
11:57

In this video we'll create an intro Widget Animation for the HUD elements on the RIGHT side of the screen so that they appear in an eye-pleasing manner. 


THIS LESSON TEACHES HOW TO...

  • Create a Widget Animation 


ASSETS ADDED / CREATED...

  • Widget Animation:  HUDRightIntro 

HUD - Animation #3
14:55

This is a continuation of video HUD - Animation #3.  In this video we'll finish creating our intro animation for the HUD elements on the RIGHT side of the screen. 


THIS LESSON TEACHES HOW TO...

  • Create a Widget Animation 

HUD - Animation #4
10:55

In this video we'll create a script inside of WBP_HUD to make our HUD "Intro" animations play! 

HUD - Script
09:05
+ Interactive Objects
4 lectures 39:30

In this video we'll create a base Actor Blueprint Class from which our interactive objects will be derived from.  This enables us to specify common components ALL interactable objects will share while allowing us the flexibility to extend this class (through inheritance) to add on unique components and script where necessary. 


THIS LESSON TEACHES HOW TO...

  • Create Actor Class Blueprint 


ASSETS ADDED / CREATED...

  • Blueprint:  BP_InteractiveObject_Base 

Interactive - Base Class
03:35

In this video we'll create the layout for a generic "notification" message we'd like to present to a user when we need to communicate with them. 


THIS LESSON TEACHES HOW TO...

  • Create a Widget Blueprint

  • Import an Asset

  • Create a Variable

  • Create a Widget Blueprint Variable Binding 


ASSETS ADDED / CREATED...

  • Widget Blueprint:  WBP_Notify

  • Texture:  T_Button_B

  • Variable (Text):  ReceivedMessage

  • Function:  GetInteractiveObjectMessage 

Interactive - Notify Layout
16:22

In this video we'll create an animation we'd like to call in order for our WBP_Notify asset to appear in an eye-pleasing manner. 


THIS LESSON TEACHES HOW TO...

  • Create a Widget Animation 


ASSETS ADDED / CREATED...

  • Widget Animation: Intro 

Interactive - Notify Animation
12:13

In this video we'll create some Variables and script inside of BP_InteractiveObject_Base in order to inform BP_Player that an object CAN be interacted with. 


THIS LESSON TEACHES HOW TO...

  • Create Variables 


ASSETS ADDED / CREATED...

  • Variable (BP_Player):  Player

  • Variable (WBP_Notify):  Notify

  • Variable (Text):  InteractMessage

  • Variable (Sound Base):  SFX_Interact 

Interactive - Base Class Script
07:20
+ Skill Acquisition
36 lectures 07:19:01

In this video we'll import the assets needed to put our skill acquisition blueprints together.  This involves importing icons for creating  Decal Materials and images for skill acquisition notifications. 


THIS LESSON TEACHES HOW TO...

  • Import Assets

  • Move Assets

  • Create Decal Materials

  • Edit Content Browser Thumbnail Images 


ASSETS ADDED / CREATED...

  • Audio:  SFX_SkillAcquired 


  • Texture:  T_Menu_Button

  • Texture:  T_Scroll

  • Texture: T_Button_A

  • Texture:  T_Button_Y

  • Texture:  T_Button_X 


  • Texture:  T_Fireball

  • Texture: T_ElectroSpark

  • Texture:  T_Bloodlust

  • Texture:  T_ArcticBlast

  • Texture:  T_Mist

  • Texture:  T_LensOfTruth

  • Texture:  T_Shield

  • Texture:  T_TimeSlow


  • Texture:  T_Icon_BackDash

  • Texture:  T_Icon_DoubleJump

  • Texture:  T_Icon_Fireball

  • Texture:  T_Icon_ElectroSpark

  • Texture:  T_Icon_Mist

  • Texture:  T_Icon_LensOfTruth 


  • Texture:  T_Image_BackDash

  • Texture:  T_Image_DoubleJump

  • Texture:  T_Image_Fireball

  • Texture:  T_Image_ElectroSpark

  • Texture:  T_Image_Mist

  • Texture:  T_Image_LensOfTruth 

Skill Acquire - Assets #1
16:51

In this video we'll create a Material from which to create Material Instances from.  These assets will be utilized in our skill acquisition blueprints.   


THIS LESSON TEACHES HOW TO...

  • Create a Material

  • Create Material Instances 

ASSETS ADDED / CREATED...

  • Material: M_Skill_Base

  • Material Instance: MI_BMagic

  • Material Instance: MI_Wmagic 

Skill Acquire - Assets #2
12:47

In this video we'll customize some Particles desired for our skill acquisition blueprints.   


THIS LESSON TEACHES HOW TO...

  • Duplicate Assets

  • Move Assets

  • Rename Assets

  • Edit Particles 


ASSETS ADDED / CREATED...

  • Particle:  P_Skill

  • Particle: P_BMagic

  • Particle: P_WMagic 

Skill Acquire - Assets #3
15:02

In this video we'll create our own custom Static Mesh that we'll be making use of in our upcoming skill acquisition blueprints. 


THIS LESSON TEACHES HOW TO...

  • Create a Static Mesh 


ASSETS ADDED / CREATED...

  • Static Mesh:  SM_Book 

Skill Acquire - Assets #4
07:36

In this video we'll create Enumerations, Damage Type Blueprints and "Struct" (Structure) Variables that'll hold all the data we'd like all of our acquirable skills to have. 


THIS LESSON TEACHES HOW TO...

  • Create Enumerations

  • Create Damage Types

  • Create Structures 


ASSETS ADDED / CREATED...

  • Enumeration:  E_BMagic

  • Enumeration:  E_WMagic

  • Enumeration: E_Skills 


  • Damage Type:  BP_Damage_Fire

  • Damage Type:  BP_Damage_Lightning 


  • Structure: STR_SkillData

  • Structure:  STR_MagicAttributes 

Skill Acquire - Data
16:10

In this video we'll be adding some Variables to our BP_Player that'll hold information about upcoming skills our player will obtain. 


THIS LESSON TEACHES HOW TO...

  • Create Variables 


ASSETS ADDED / CREATED...

  • Variable (E_BMagic):  BMagicSlotted

  • Variable (E_WMagic):  WMagicSlotted

  • Variable (E_Skills):  SkillAcquired

  • Variable (Bool): bWMagicReady? 


  • Variable (Bool):  bHasDoubleJump?

  • Variable (STR Skill Data):  DoubleJumpData 


  • Variable (Bool):  bHasBackDash?

  • Variable (STR Skill Data):  BackDashData 

Skill Acquire - Skill Attributes #1
16:25

In this video we'll continue to add more Variables to BP_Player to hold all the information necessary about the skills the player can obtain. 


THIS LESSON TEACHES HOW TO...

  • Create Variables 


ASSETS ADDED / CREATED...

  • Variable (Bool): bHasBMagicFireball?

  • Variable (STR Skill Data):  FireballData

  • Variable (STR Magic Attributes):  FireballAttributes 


  • Variable (Bool):  bHasBMagicElectroSpark?

  • Variable (STR Skill Data):  ElectroSparkData

  • Variable (STR Magic Attributes):  ElectroSparkAttributes 


Skill Acquire - Skill Attributes #2
15:01

In this video we'll continue to add more Black Magic Skill Variables to our BP_Player.


THIS LESSON TEACHES HOW TO...

  • Create Variables 


ASSETS ADDED / CREATED...

  • Variable (Bool):  bHasBMagicBloodlust?

  • Variable (STR Magic Attributes):  BloodlustAttributes 


  • Variable (Bool):  bHasBMagicArcticBlast?

  • Variable (STR Magic Attributes):  ArcticBlastAttributes 

Skill Acquire - Skill Attributes #3
05:30

In this video we'll finish adding Variables to BP_Player


THIS LESSON TEACHES HOW TO...

  • Create Variables   


ASSETS ADDED / CREATED...

  • Variable (Bool):  bHasWMagicLensOfTruth?

  • Variable (Bool):  bIsUsingLens?

  • Variable (Float):  LensActiveTime%

  • Variable (Float):  LensCooldownTime%

  • Variable (STR Skill Data):  LensData

  • Variable (STR Magic Attributes):  LensAttributes 


  • Variable (Bool):  bHasWMagicMist?

  • Variable (Bool):  bIsUsingMist?

  • Variable (Float):  MistActiveTime%

  • Variable (Float):  MistCooldownTime%

  • Variable (STR Skill Data):  MistData

  • Variable (STR Magic Attributes):  MistAttributes 


Skill Acquire - Skill Attributes #4
14:57

In this video we'll continue to add more White Magic Skill Variables to our BP_Player.


THIS LESSON TEACHES HOW TO...

  • Create Variables   


ASSETS ADDED / CREATED...

  • Variable (Bool):  bHasWMagicShield?

  • Variable (STR Magic Attributes):  ShieldAttributes 


  • Variable (Bool):  bHasWMagicTimeSlow?

  • Variable (STR Magic Attributes):  TimeSlowAttributes 

Skill Acquire - Skill Attributes #5
05:20

In this video we'll revisit our WBP_HUD and begin binding our White Magic HUD Widgets to variables present in our BP_Player.


THIS LESSON TEACHES HOW TO...

  • Create a Widget Blueprint Variable Binding

  • Create a Function


ASSETS ADDED / CREATED...

  • Function:  GetWMagicImage



Skill Acquire - HUD Bindings #1
12:55

In this video we'll continue to bind White Magic HUD Widgets inside WBP_HUD to variables present in our BP_Player.


THIS LESSON TEACHES HOW TO...

  • Create Widget Blueprint Variable Bindings

  • Create Functions 


ASSETS ADDED / CREATED...

  • Function:  GetWMagicCooldown

  • Function:  GetWMagicManaCost

Skill Acquire - HUD Bindings #2
09:23

In this video we'll bind some of our Black Magic HUD Widgets to variables present in our BP_Player.


THIS LESSON TEACHES HOW TO...

  • Create Widget Blueprint Variable Bindings

  • Create Functions 


ASSETS ADDED / CREATED...

  • Function:  GetBMagicImage

  • Function: GetBMagicManaCost 

Skill Acquire - HUD Bindings #3
11:42

In this video we'll create the parent class from which our skill pickups will be derived from.  This parent class will contain all of the common components, variables, and script our skill pickups will have in common. 


THIS LESSON TEACHES HOW TO...

  • Create Parent Blueprint


ASSETS ADDED / CREATED...

  • Blueprint:  BP_Skill_Base


Skill Acquire - Base Class #1
15:34

In this video we'll continue the creation of our BP_Skill_Base asset by adding some more Components and Variables.


THIS LESSON TEACHES HOW TO...

  • Create Variables


ASSETS ADDED / CREATED...

  • Variable (Sound Base):  SFX_SkillAcquired

  • Variable (Vector): SkillBeginPosition

  • Variable (Vector): SkillEndPosition 

Skill Acquire - Base Class #2
16:02

In this video we'll finish the creation of our BP_Skill_Base asset by creating some script to make our skill mesh move up and down above the dais.


THIS LESSON TEACHES HOW TO...

  • Create a Timeline

Skill Acquire - Base Class #3
09:32

In this video we'll create a Child of our Parent BP_Skill_Base blueprint.  This child will inherit all the variables, components, and script present in BP_Skill_Base.  With a child created, we can modify properties and individualize script as needed. 


THIS LESSON TEACHES HOW TO...

  • Create Child Blueprints 


ASSETS ADDED / CREATED...

  • Blueprint:  BP_Skill_DoubleJump 

Skill Acquire - Child Blueprint
06:30

In this video we'll create a Widget Blueprint that we want to display to notify our user that they've acquired a new skill. 


THIS LESSON TEACHES HOW TO...

  • Create Widget Blueprint

  • Create UI Material 


ASSETS ADDED / CREATED...

  • Widget Blueprint:  WBP_SkillAcquired

  • Material: M_SkillAcquire_Title 

Skill Acquire - Notify Creation
05:39

In this video we'll begin to lay out WBP_SkillAcquired by setting several widget component details. 

Skill Acquire - Notify Layout #1
13:25

In this video we'll continue laying out WBP_SkillAcquired

Skill Acquire - Notify Layout #2
13:05

In this video we'll finish laying out WBP_SkillAcquired

Skill Acquire - Notify Layout #3
16:21

In this video we'll create Variable Bindings inside of WBP_SkillAcquired so that we can dynamically alter aspects of this notification (such as text and images) depending on which skill is acquired. 


THIS LESSON TEACHES HOW TO...

  • Create Widget Blueprint Variable Bindings 

  • Create Functions 


ASSETS ADDED / CREATED...

  • Function:  GetTitle

  • Function:  GetSkillFontColor


Skill Acquire - Notify Bindings #1
12:31

In this video we'll continue creating Variable Bindings inside of our WBP_SkillAcquired Widget Blueprint.


THIS LESSON TEACHES HOW TO...

  • Create Widget Blueprint Variable Bindings 

  • Create Functions 


ASSETS ADDED / CREATED...

  • Function:  GetSkillBorderColor

  • Function:  GetImageBorderColor

Skill Acquire - Notify Bindings #2
11:06

In this video we'll continue creating Variable Bindings inside of our WBP_SkillAcquired Widget Blueprint.


THIS LESSON TEACHES HOW TO...

  • Create Widget Blueprint Variable Bindings 

  • Create Functions 


ASSETS ADDED / CREATED...

  • Function: GetSkillIcon

Skill Acquire - Notify Bindings #3
07:10

In this video we'll continue creating Variable Bindings inside of our WBP_SkillAcquired Widget Blueprint.


THIS LESSON TEACHES HOW TO...

  • Create Widget Blueprint Variable Bindings 

  • Create Functions 


ASSETS ADDED / CREATED...

  • Function:  GetSkillImage

  • Function:  GetInput

  • Function:  GetDescription

Skill Acquire - Notify Bindings #4
08:53

In this video we'll finish creating Variable Bindings inside of our WBP_SkillAcquired Widget Blueprint. 


THIS LESSON TEACHES HOW TO...

  • Create Widget Blueprint Variable Bindings 

  • Create Functions 


ASSETS ADDED / CREATED...

  • Function:  ShowAttributesOverlay

  • Function:  GetManaCost 

Skill Acquire - Notify Bindings #5
12:00

In this video we'll begin creating animations inside of WBP_SkillAcquired so that it appears on the screen in an eye-pleasing manner.


THIS LESSON TEACHES HOW TO...

  • Create Widget Animations   


ASSETS ADDED / CREATED...

  • Widget Animation:  Intro 

Skill Acquire - Notify Animations #1
09:00

In this video we'll finish creating animations inside of WBP_SkillAcquired so that it appears on the screen in an eye-pleasing manner.


THIS LESSON TEACHES HOW TO...

  • Create Widget Animations   


ASSETS ADDED / CREATED...

  • Widget Animation:  InputPulse

  • Widget Animation: BackHover 

Skill Acquire - Notify Animations #2
10:24

In this video we'll create an Input Action Mapping, some Variables, a Blueprint Interface, and script to allow our player to interact with objects in the world. 


THIS LESSON TEACHES HOW TO...

  • Create an Input Action Mapping

  • Create Variables

  • Script a Line Trace

  • Create a Blueprint Interface

  • Make a Blueprint Interface Message Call 


ASSETS ADDED / CREATED...

  • Input Event:  Interact

  • Variable (Bool):  bCanInteract?

  • Variable (Int):  InteractTraceLength

  • Blueprint Interface:  BPI_Interact 

Skill Acquire - Script #1
18:43

In this video we'll create script to show or hide WBP_Notify if the player is overlapping the trigger volume of a skill they can acquire.   

Skill Acquire - Script #2
16:14

In this video we'll create a Player Controller Blueprint Class.  Inside of this framework blueprint, we'll add a Custom Event and script what should happen.


THIS LESSON TEACHES HOW TO...

  • Create a Player Controller

  • Create a Variable

  • Create a Custom Event 


ASSETS ADDED / CREATED...

  • Variable (User Widget):  WBP_LearnedSkill

  • Custom Event: SHOW ACQUIRED SKILL 

Skill Acquire - Script #3
06:46

In this video we'll create script for the receiving end of our Blueprint Interface message call by scripting what should happen when BP_Player interacts with a skill dais. 


THIS LESSON TEACHES HOW TO...

  • Create a Function 


ASSETS ADDED / CREATED...

  • Function: PlayerAcquiredSkill_FX 

Skill Acquire - Script #4
17:23

In this video we'll create script inside of PC_MetroidVania to remove WBP_SkillAcquired from the screen with the press of a button. 


THIS LESSON TEACHES HOW TO...

  • Create an Input Action Mapping 


ASSETS ADDED / CREATED...

  • Input Event:  Exit Skill Acquire 

Skill Acquire - Script #5
09:38

In this video we'll create script inside of WBP_SkillAcquired to make our widget animations play once the widget appears on screen. 

Skill Acquire - Script #6
11:23

In this video we'll make duplicates out of BP_Skill_DoubleJump and modify the Variables and Components inside of them to be specific for the other "Skill Acquire" blueprints we still need to create. 


THIS LESSON TEACHES HOW TO...

  • Create Copies of Blueprints 


ASSETS ADDED / CREATED...

  • Blueprint:  BP_Skill_BackDash

  • Blueprint:  BP_Skill_LensOfTruth 

Skill Acquire - Sibling BPs #1
15:04

In this video we'll finish creating our last 3 "Skill Acquire" blueprints. 


THIS LESSON TEACHES HOW TO...

  • Create Copies of Blueprints 


ASSETS ADDED / CREATED...

  • Blueprint:  BP_Skill_Mist

  • Blueprint:  BP_Skill_Fireball

  • Blueprint:  BP_Skill_ElectroSpark 

Skill Acquire - Sibling BPs #2
16:59
+ Skill - Double Jump
4 lectures 48:58

In this video we'll modify our jump script inside BP_Player to account for our player having the Double Jump skill. 


THIS LESSON TEACHES HOW TO...

  • Create Variables

  • Edit a Blueprint Script

  • Access Engine Content 


ASSETS ADDED / CREATED...

  • Variable (Bool):  bIsDoubleJumping?

  • Variable (Integer): JumpCount

  • Variable (Vector):  DoubleJumpVelocity 

Double Jump - Jump Script
19:24

In this video we'll modify our land script inside BP_Player to account for our player having the Double Jump skill. 


THIS LESSON TEACHES HOW TO...

  • Disable / Enable Player Movement 

Double Jump - Land Script
04:42

In this video we'll jump into our player's animation blueprint where we'll first need to pass variable information from our BP_Player asset to our Countess_AnimBP asset. 


THIS LESSON TEACHES HOW TO...

  • Access Character Anim Blueprint

  • Pass Variables from Character Blueprint to Anim Blueprint   


ASSETS ADDED / CREATED...

  • Variable (Bool):  IsDoubleJumping?

  • Variable (Integer):  JumpCount 

Double Jump - Anim BP (Event Graph)
10:52

In this video we'll learn about what an Animation State Machine is and how it works.  In doing so, we'll edit our State Machine so that our BP_Player can transition appropriately into and out of a double jump. 


THIS LESSON TEACHES HOW TO...

  • Access & Edit a Character's State Machine 

Double Jump - Anim BP (Anim Graph)
14:00
+ Skill - Back Dash
8 lectures 01:26:29

In this video we'll create the sound effect we want to hear whenever our character Back Dashes.  To do this we'll mix together 2 sound files to create our very own Sound Cue. 


THIS LESSON TEACHES HOW TO...

  • Import an Audio File

  • Create a Sound Cue 


ASSETS ADDED / CREATED...

  • Audio:  SFX_BackDash

  • Sound Cue:  SC_BackDash 

Back Dash - SFX
10:21

In this video we'll begin creating the Particle Effect we want to play when our character Back Dashes.  To do this we'll duplicate an existing effect and then heavily edit it in order to get the desired effect.


THIS LESSON TEACHES HOW TO...

  • Duplicate an Asset

  • Move an Asset

  • Edit a Particle 


ASSETS ADDED / CREATED...

  • Particle:  P_BackDash

 

Back Dash - VFX #1
12:57

In this video we'll finish creating the Particle Effect we want to play when our character Back Dashes. 


THIS LESSON TEACHES HOW TO...

  • Edit a Particle 

Back Dash - VFX #2
10:06

In this video we'll create an Input Action Mapping inside our Project Settings to make our character Back Dash.  Additionally, we'll create the necessary Variables needed to script our Back Dashing functionality. 


THIS LESSON TEACHES HOW TO...

  • Create an Input Action Mapping

  • Create Variables 


ASSETS ADDED / CREATED...

  • Input Event:  Back Dash 

  • Variable (Bool):  bIsBackDashing?

  • Variable (Bool):  bBackDashReady?

  • Variable (Float): BackDashCooldown

  • Variable (Vector):  BackDashLeftAmount

  • Variable (Vector): BackDashRightAmount 

Back Dash - Script #1
16:03

In this video we'll create a couple Timelines and finalize our Back Dash script. 


THIS LESSON TEACHES HOW TO...

  • Create Timelines 

Back Dash - Script #2
16:02

In this video we'll fix up a few bugs with our Back Dash particle system.

Preview 05:14

In this video we'll jump into our player's Animation Blueprint where we'll first need to pass variable information from our BP_Player asset to our Countess_AnimBP asset. 


THIS LESSON TEACHES HOW TO...

  • Access Character Anim Blueprint

  • Pass Variables from Character Blueprint to Anim Blueprint 


ASSETS ADDED / CREATED...

  • Variable (Bool):  IsBackDashing? 

Back Dash - Anim BP (Event Graph)
07:26

In this video we'll make edits inside our Animation State Machine so that our player can transition into and out of a Back Dash animation anytime they are idling, walking, or running. 


THIS LESSON TEACHES HOW TO...

  • Access & Edit a Character's State Machine

Back Dash - Anim BP (Anim Graph)
08:20
+ Black Magic - Fireball
7 lectures 01:18:26

In this video we'll create a Fireball Blueprint that will contain all the necessary components our Fireball needs - a Static Mesh, a Particle System, a Collision component, and a Projectile Movement component. 


THIS LESSON TEACHES HOW TO...

  • Create an Object Channel

  • Create an Actor Class Blueprint 

  • Add Blueprint Components 


ASSETS ADDED / CREATED...

  • Blueprint:  BP_Fireball 

Fireball - Blueprint
10:49

In this video we'll import an Audio file, add a Component, and create some Variables and Functions needed for our upcoming Fireball script. 


THIS LESSON TEACHES HOW TO...

  • Import an Audio File

  • Add a Blueprint Component

  • Create Variables

  • Edit a Function

  • Create a Function   


ASSETS ADDED / CREATED...

  • Audio:  SFX_Fireball

  • Variable (Bool): bUsedFireball?

  • Variable (Bool):  bFireballReady?

  • Variable (Float): FireballCooldown 


  • Function:  UpdateMana (part 2)

  • Function:  CheckIfEnoughManaToUseMagic 

Fireball - Player Setup
11:20

In this video we'll add Events and create the script necessary to enable our player to shoot a Fireball! 


THIS LESSON TEACHES HOW TO...

  • Create an Input Action Mapping

  • Create a Custom Event   


ASSETS ADDED / CREATED...

  • Input Event: Black Magic

  • Custom Event: USE FIREBALL 

Fireball - Use Script
17:04

In this video we'll be making edits to our character's State Machine inside of the Countess Animation Blueprint to make our player use the proper animations when attempting to use a Fireball. 


THIS LESSON TEACHES HOW TO...

  • Pass a Variables from the Character Class to an Animation Blueprint

  • Edit a Character's Animation State Machine


ASSETS ADDED / CREATED...

  • Variable (Bool): UsedFireball? 

Fireball - Animations #1
10:16

In this video we'll continue to make edits to our character's State Machine inside of the Countess Animation Blueprint to make our player use the proper animations when attempting to use a Fireball.


THIS LESSON TEACHES HOW TO...

  • Edit a Character's Animation State Machine

  • Create Anim Callbacks 

Fireball - Animations #2
15:13

In this video we'll create a Camera Shake Blueprint that we'll use to control how much our game's camera shakes when a Fireball hits something. 


THIS LESSON TEACHES HOW TO...

  • Create Camera Shake Blueprint 


ASSETS ADDED / CREATED...

  • Blueprint:  BP_CameraShake 


Fireball - Camera Shake
04:25

In this video we'll create script inside of our Fireball Blueprint that'll cause damage, spawn effects, and make the screen shake when our Fireball hits something. 

Fireball - Damage Script
09:19
+ Black Magic - Electro Spark
6 lectures 01:04:32

In this video we'll create a Blueprint for our Electro Spark skill.  This Blueprint will consist of a Collision component and several Particle System components. 


THIS LESSON TEACHES HOW TO...

  • Create an Actor Class Blueprint 

  • Add Blueprint Components 


ASSETS ADDED / CREATED...

  • Blueprint:  BP_ElectroSpark 

Electro Spark - Blueprint
09:47

In this video we'll import an Audio file, add a Component, and create some Variables needed for our upcoming Electro Spark script. 


THIS LESSON TEACHES HOW TO...

  • Import an Audio File

  • Add a Blueprint Component

  • Create Variables

  • Create Functions 


ASSETS ADDED / CREATED...

  • Audio: SFX_ElectroSpark 


  • Variable (Bool):  bUsedElectroSpark?

  • Variable (Bool):  bElectroSparkReady?

  • Variable (Float): ElectroSparkCooldown 


  • Function:  ElectroSpark_ON

  • Function:  ElectroSpark_OFF 

Electro Spark - Player Setup
10:02

In this video we'll add an Event and start creating the script necessary to enable our player to cast out their "Electro Spark" skill.


THIS LESSON TEACHES HOW TO...

  • Create a Custom Event 


ASSETS ADDED / CREATED...

  • Custom Event: USE ELECTRO SPARK 

Electro Spark - Use Script #1
17:44

In this video finish creating the script necessary to enable our player to cast out their "Electro Spark" skill.

Electro Spark - Use Script #2
04:03

In this video we'll be making edits to our character's State Machine inside of the Countess Animation Blueprint to make our player use the proper animations when attempting to use Electro Spark. 


THIS LESSON TEACHES HOW TO...

  • Pass a Variables from the Character Class to an Animation Blueprint

  • Edit a Character's Animation State Machine

  • Create Anim Callbacks 


ASSETS ADDED / CREATED...

  • Variable (Bool): UsedElectroSpark? 

Electro Spark - Animations
16:56

In this video we'll create script inside of our Electro Spark Blueprint that'll send the message to cause damage to actors that it hits. 

Preview 06:00