
Discord invite link :
https://discord.gg/cc22ZctUWr
Discord invite link :
https://discord.gg/cc22ZctUWr
Learn to rotate and scale objects in unreal engine 5 by using the detail panel, select and rotate or scale tools, and shortcuts to snap and reset.
Import assets into Unreal Engine by extracting 08.zip, dragging an FBX static mesh into a level, creating and applying a material, and adjusting colors through the material editor.
Import textures, create a maze material in Unreal Engine 5, and connect base color, metallic, roughness, normals, and ambient occlusion for a richer surface. Save and preview the results.
learn how to create and use variables in unreal engine blueprints, including float and string types, wiring them in the event graph, and using delay to show hello world.
Learn to set an actor’s location in Unreal Engine blueprints using set location and set actor location, adjust x, y, z, then run to see the chair move.
Explore blueprint coding concepts in Unreal Engine 5, using node-based programming, vector and delta location variables to control and set an actor's z position and new location with floats.
Add a camera via capsule or spring arm. Then use the spring arm to prevent wall clipping by compressing near walls and adjust the socket offset for height.
Learn to move a character forward and backward with add movement input, using the forward vector from the camera via control rotation to enable diagonal directions.
Learn to implement look around in Unreal Engine 5 by mapping an axis 2D input, wiring camera yaw and pitch, and aligning character movement with rotation.
Build a dedicated jumping state machine in Unreal Engine 5 to control jump, fall, and land animations using is falling and velocity z, with saved locomotion for consistent outputs.
Discord invite link :
https://discord.gg/cc22ZctUWr
Create a fighter jet blueprint in Unreal Engine 5 using a wheeled vehicle pawn, add thrust, wings, rudder, a skeletal F-18 mesh, physics, and a spring arm camera.
Define three wheels for fighter jet's vehicle movement component with bp f18 wheel blueprint, set radius 40, width 30, enable handbrake and ABS, and map bone names from jet skeleton.
Set up a fixed thruster in Unreal Engine by adding a thruster, align its axis to x direction, use whole body as bone, and set max thrust to 35000.
Set up the vehicle, adjust mass and the trust value to control takeoff; enable center of mass override to place it at the plane’s middle, tweaking values as needed.
Map inputs for increasing and decreasing the throttle, then feed the action values to the plane’s movement component to control the throttle smoothly during takeoff.
Create a throttle UI in unreal engine 5 by using a border as an image, anchoring to bottom-right, and mapping a 0–1 throttle value to y from 0 to -200.
Learn to smoothly interpolate elevator and aileron pitch in Unreal Engine 5 using f interp to with delta time and a timeline, delivering responsive aircraft control.
Use FInterpTo to smoothly drive the roll toward a target each frame with delta time. Reset to zero with Roll to zero timeline on release, and E and Q rudder.
Implement yaw input in Unreal Engine 5 by mapping E and Q to left-right turns, rotate around the Z axis using a rudder, and reset input on release.
Learn to drive front chassis joints in Unreal Engine 5 by adjusting pitch values and using a gear variable to animate gear movement in the animation blueprint.
Fix the disconnection by adjusting the hydraulic joint translation in the x direction with a modify bone node and gear-multiplied translation.
Close rear doors and gears with the animation blueprint, adjusting the roll rotation around the x axis for each rear door using the gear door value between 0 and 1.
Create a missile meta sound in Unreal Engine 5 using rocket and rocket engine samples, stereo wave players, a mixer, and delay sequencing with attenuation.
Enable collision for the missile to hit the ground, use projectile stop to spawn a Niagara explosion at the impact point, then play an explosion sound and destroy the actor.
Learn to rotate a missile in Unreal Engine 5 using an animation blueprint, modify bone, and drive bone rotation with a float variable updated every frame, plus owning actor setup.
Create a target blueprint in Unreal Engine 5, tag it as target, add a cube mesh with collision and hit events, and destroy it on impact to enable lock-on behavior.
Enable homing projectile movement, assign a target as a scene component, and tune the homing acceleration to improve pursuit. Validate the target before use to prevent runtime errors.
Use a box collision to detect targets in front of the fighter jet. Verify the target tag and pass it to missiles through the target input with a UI indicator.
Build a screen space targeting UI as a green bordered widget, 100 by 100, that follows the target's location, toggles visibility when invalid, and supports multiple targets.
Implement a g-force jet destruction in Unreal Engine 5: when g-force exceeds ten, spawn dust explosion on jet, disable engines and sounds, stop movement, remove mapping, and apply damaged material.
Import sam system files into Unreal Engine 5 by extracting 61 zip into assets and adding it to the project, using radar and missile assets to target a fighter jet.
Create an animation blueprint for the radar, rotate the door joint around the z axis by -90 degrees using modify bone, and rotate the launcher base joint for visual polish.
Rotate the missile system to face the fighter jet using a cog joint and BP blueprint logic. Compute look rotation and delta rotator to maintain alignment as the jet moves.
Configure Unreal Engine 5 collisions by creating object channels for missile and system, updating presets to ignore self-collisions, and setting radar and F-18 blueprints to overlap everything to prevent self-hits.
Discord invite link :
https://discord.gg/cc22ZctUWr
Create a tank blueprint from the Chaos plugin's wheeled vehicle pawn, assign the M1 tank mesh, and set up BP Tank Game Mode with default pawn and maps.
Create a look left and right input action as an axis 1D float mapped to mouse X, and apply yaw rotation around the z axis in the tank blueprint.
Map IA forward to the W key and drive a chaos wheeled vehicle using set throttle input on chaos wheeled vehicle movement component from 0 to 1, stopping on release.
Set up tank track movement in Unreal Engine by using a bone driven controller in the animation blueprint to drive track joints from wheel z translations on both sides.
Map a 1d input action to d and a for right and left turns, apply negate for left, and set the tank yaw on the z axis via the wheeled vehicle movement component.
Create and map an input action IA handbrake to the spacebar, wire it to the chaos wheeled vehicle movement component to start and release the handbrake, enabling faster braking.
Learn to drive gun pitch in Unreal Engine 5 by using pitch difference between tank and camera, clamp it, and prepare a crosshair for firing.
Create a dynamic crosshair by performing a line trace from the gun's socket along its forward vector, updating every tick, and placing the crosshair at hit location or trace end.
Create a tank projectile blueprint, add collision and a small sphere mesh, apply a red emissive material, and configure projectile movement with high initial and max speed.
Use an animation blueprint to drive gun recoil by animating the translation X via a timeline from 0 to 1 in 0.12 seconds, then back to zero.
Add a reload system in Unreal Engine 5 by using a bottom-to-top progress bar on the crosshair, animated with a two-second timeline and a blueprint interface to update it.
Learn how to implement engine sounds for a tank in Unreal Engine 5 by creating a meta sound, mapping engine RPM to pitch and volume, and syncing audio with movement.
Create a tank UI widget in Unreal Engine 5 with body and turret images, rotating the turret via render transform angle from delta rotator in the BP tank.
Download and extract the art zip, import the art and assets into Unreal Engine's content folder, and use the artillery skeletal mesh and damaged asset to create a tank enemy.
Create an artillery blueprint in Unreal Engine 5, add an actor with a skeletal mesh, create an animation blueprint, and place it in the level to shoot at a tank.
Cast to BP_tank to identify tank as target, then measure distance every five seconds with a distance vector and display it via format text, enabling firing only within 5000–20000 units.
Learn to implement a distance check between 5,000 and 20,000 units in Unreal Engine 5, firing when in range and showing green or red indicators when out of range.
Predict and align artillery rotation by using a launch velocity node to aim at the tank’s position one second ahead, adjusting yaw via delta rotator.
Apply radial damage with falloff around the impact. Use inner radius 100 and outer radius 500, ignore the projectile itself, and visualize with two debug spheres.
implement radial damage handling, track max health and current health, and display updates as damage reduces the tank until destruction triggers a red indicator and progress bar.
Discord invite link :
https://discord.gg/cc22ZctUWr
Create a helicopter blueprint with a skeletal mesh, add a spring arm and camera, set the arm to 2000, and configure a game mode to spawn BP heli.
Adjust wheel radius and blueprints in Unreal Engine 5 to fix a rear wheel’s position, create front and rear wheel classes, and verify rotation via the vehicle movement component.
Create an input action move up down with a 1D value; map left shift to up and left control to down using a negate modifier, then attach to vehicle throttle.
Rotate helicopter blades by updating a rotor speed variable in an animation blueprint, using a custom event to drive per-frame increments and ramp speed with engine start and stop.
Learn how to progressively increase rotor speed when shifting, switching from a per-frame 5 unit increment to a smooth 0–25 interpolation, and why a branch approach may be avoided.
Learn to smoothly ramp rotor speed from zero to 25 on engine start using a rotor speed rate variable and the interp to node with delta time.
Implement an engine shutdown in Unreal Engine 5 using an on-ground check and the O key to set engine started false and rotor speed to zero, preserving hover behavior.
Create a heli missile blueprint in unreal engine 5, attach a skeletal mesh with a niagara effect to the root socket, and configure projectile movement with speed, rotation, and sound.
Master missile collisions and explosions in Unreal Engine 5 by configuring collision presets, spawning dust explosions and sound on impact, using projectile stop events, and destroying the missile.
Learn to fire a helicopter missile by mapping the left mouse button to an input action and spawning missiles from the right and left missile sockets using a flip-flop.
Define an integer missile counter and a max value, initialize the count at begin play, display it with format text, and decrement on fire with a guard to prevent negatives.
Build a missile reload system in Unreal Engine 5 using begin play and a 1.5 second timer to trigger a reload event, replenishing up to ten missiles with a UI.
Utilize an animation blueprint to modify the gun and turret bones, rotating yaw and pitch to aim at the target, with testing using gun pitch and gun yaw variables.
Create a blueprint anti-air gun projectile as a red glowing sphere with projectile movement, set speed to 40,000–50,000, adjust size to 2.15, apply 0.5 damage on hit, then destroy.
Fire the guns by spawning projectiles from left and right gun sockets when in range, using a flip-flop timer to alternate sides and stop when out of range.
Randomize the projectiles' direction by offsetting the left gun's forward vector with a random unit vector in a cone, then derive a rotator from X to apply the rotation.
Create a gunfire sound for an anti-air gun in Unreal Engine 5 using a wav player, with random pitch, and spawn at location with attenuation.
Build a blueprint health system for helicopter using event graph, applying random damage from 0.3 to 0.8, tracking health and max health, and destroying with debug health display; UI next.
Create a blueprint to destroy a helicopter when health reaches zero, spawning a damaged heli, cascade wreckage, Niagara dust explosion, grenade explosion sound, and damaged helicopter, then destroy the original.
Configure a capsule collision to detect tipping and destroy the helicopter on ground impact, wire up custom overlap events, and hide the health UI while handling anti-air gun projectiles.
Learn to destroy an anti-air gun in Unreal Engine 5 by creating a damaged gun blueprint, applying radial damage on missile impact, enabling collision, and spawning the damaged actor.
Discord invite link :
https://discord.gg/cc22ZctUWr
Create an input action for forward and backward movement, compute force from the ship’s forward vector, and apply it when buoyancy confirms water.
Rotate a blade smoothly in Unreal Engine 5 by reading forward and backward input on every tick via an engine manager event, interpolating a force factor to 1 or -1.
Apply force at a socket in local space to move the sheep left or right, using local transforms and the right vector for direction.
Calculate the yaw and pitch difference between the camera's control rotation and the gun's rotation, then apply it to the gun so it faces the camera.
Execute a aiming check by activating the gun camera, then perform a line trace by channel from the front gun socket along its forward vector, recording impact or end point.
Create a screen-space crosshair widget with a crosshair image, add it to the ship blueprint, and set its location to the impact point so it follows the gun's aim.
Learn to set crosshair visibility to false when aiming at your ship and true otherwise using line traces and collision presets, then test in runtime.
Learn to implement gun fire conditions in Unreal Engine 5 by mapping fire to the left mouse button and firing only when crosshair is visible and gun camera is active.
Import anti-ship assets in Unreal Engine 5, then create a BP Anti Ship blueprint with a skeletal mesh named Sky East, and place three artillery in level to engage enemies.
Implement a per-frame line-of-sight check using box trace by channel from the gun tip, casting the player pawn to BP ship and updating a target for shooting.
Use a line trace to detect the ship, compare the hit actor to the target, and update a can shoot flag with a five-second timer for firing.
Learn to add and synchronize Niagara particle effects for an anti-ship gun, including muzzle flash and shell eject, adjust sockets, and control activation and timing in Unreal Engine 5.
Create a radial damage event to destroy anti-ship guns, adjust the ship clamp to minus ten, and enable custom collision with word dynamic physics and overlap events.
Create a BP ship damaged blueprint that manages max health and damage, displays health, spawns Niagara effects, destroys the ship, and reloads the level after a delay.
Discord invite link :
https://discord.gg/cc22ZctUWr
Create a blueprint for the APC, add a skeletal mesh, spring arm, and camera, and assign six wheel bones for chaos wheeled vehicle movement.
Create a chaos vehicle wheel blueprint for front and rear wheels, set radius to 50, enable engine and steering, handbrake, abs on rear, cap front steering at 30 degrees, compile.
Map a spacebar input to a handbrake action and connect it to the chaos vehicle movement component to enable on press and disable on release for faster stopping.
Create an input action for turning, map D and A with negate, then feed the values to the vehicle's set steering input and reset to zero on release.
Create a physics driven hit by adding a sphere, enabling simulate physics, detecting hits, and applying impulse at the hit location using the projectile's velocity, a branch, and do-once logic.
Import destruction assets into your Unreal Engine 5 project to enable building destruction and explosions, using static meshes and blueprints to take apart a structure.
Master fracture mode in unreal engine 5 to assign separate outside and inside materials using material slots, creating red and blue materials and assigning them to internal faces.
Spawn a Niagara ordnance explosion and a great explosion sound at the projectile’s location on impact, then destroy the projectile, ensuring the effect fires whether the hit actor simulates physics.
Apply anchor fields to geometry collections to keep anchored parts from destruction under heavy damage. Set collision presets to physics actor and enable simulate physics to test controlled destruction.
Organize static meshes into a modular folder structure to build a destructible building in UE5, import and export 3D files, and snap parts like corner wall into place.
Select the middle window assets, bring them into the level, and fracture them one by one to create a destruction-ready geometry collection in Unreal Engine 5.
Explore interior fracture in Unreal Engine 5 by creating interior geometry collections with clusters, using 2 by 2 and 10 by 10 grids, then test destruction in game.
Duplicate and move building sides, rotate each by 90 degrees, and align in top view to eliminate gaps; run the game to see the building collapse.
Select roof components, duplicate and rotate parts to build a rooftop, align and position multiple roof sections inside folders, move them into the building, and save.
Fix rooftop gaps by duplicating roof sections with alt and ctrl, then position and fine-tune to complete a seamless rooftop.
Convert a destructible building to a blueprint in Unreal Engine 5, add anchor points, and assign them to the initialize field for efficient destruction workflows.
Learn to automatically populate initialization fields for every geometry collection by gathering all anchor fields, promoting to variables, and using a foreach loop in the construction script, preventing unintended destruction.
Duplicate and resize roof anchors in Unreal Engine 5, randomize placements, connect to columns, then test with simulation and implement destruction logic to remove any anchors drifting in the sky.
Learn to implement a custom destructible damage system in Unreal Engine using a blueprint interface to apply damage, pass the hit location, and visualize hits with a debug sphere.
Learn to detect and collect anchor fields hit by a projectile using a multi sphere trace, store them in an array, and filter for box collision anchor field.
Learn to identify touched anchor fields, find their overlapping anchors, and destroy connected anchors using a for each loop, add unique, and clear the destroy list in Unreal Engine 5.
Learn to add engine sound to an APC in Unreal Engine 5 by creating a meta sound source, wiring a looping WAV asset, and modulating pitch with velocity.
Discord invite link :
https://discord.gg/cc22ZctUWr
Learn to implement look around in unreal engine 5 using enhanced input: create a mapping context and action, map mouse axes to yaw and pitch, and negate the y axis.
Create an input action for left and right, map A and D with negate, and use movement input with the right vector to move in the level.
Create a sprint input and left shift mapping in Unreal Engine 5, set max walk speed from 250 to 600, and trigger sprint on press and walk on release.
Apply animation blueprints to drive arm animations in Unreal Engine 5, blending idle, walk, and sprint based on velocity with looping and smooth transitions.
Set the crosshair border anchor to the middle, size x 20 and y 5 with a rounded box, duplicate the wing to mirror, apply 0.6 alpha tint, offset 50.
learn to enable aiming in an animation blueprint by exposing is aiming and a start aiming state with arms up, and fine-tune scope and crosshair positioning in locomotion state machine.
Create a reusable weapon fire function in Unreal Engine 5 to play gunfire animation and muzzle flash with a Niagara system at the gun muzzle socket, including sound.
Create a line trace for not aiming by converting the crosshair center to a world start point via project screen to world, using the player controller and forward direction.
Check line traces and return hit data, including impact point, impact normal, head actor, and head bone name, or trace end if nothing hits to drive Niagara effects.
Publish fire impact VFX on ground in Unreal Engine 5 by wiring a spawn system with NS impact concrete, providing impact point and normals to Niagara, and triggering the effect.
Implement rest of the ammo in storage to refill the magazine up to 12, then zero the storage and test with left mouse button and the R key.
Trigger a reload animation in Unreal Engine five using an arm reload montage, with storage ammo checks and an is-reloading boolean to prevent overlaps via oncomplete.
Implement an is_firing flag to prevent running while firing; set it true during firing with ammo > 0 and false on mouse release, guarding run speed with a branch.
Construct a horizontal box widget to display an M4 image, a delimiter line, ammo count, and a reload cue, using a vertical box for stacking with precise sizing and padding.
Import the Kraken ai assets, create a BP Kraken blueprint, adjust capsule collision and mesh, and place the enemy Kraken in the level to run the idle animation.
Explore building an AI controller with a behavior tree, using a sequence of move to tasks and blackboard keys to drive a Kraken to a target location via a navmesh.
In Unreal Engine 5, create a sphere collision to detect player range. Print 'player is in range' on overlap and 'player is not in range' on exit to drive Kraken.
Build a Kraken health system with float health and max health, apply damage and dead checks, and update the blackboard to make the Kraken follow the player.
Discover how to damage the player during Kraken attack by using begin overlap, check is Kraken, apply random 5 to 8 damage to the other actor, and print damage.
learn to implement item pickup in unreal engine 5, update ammo, health, and shield storage, refresh the UI, clamp values to max, and destroy picked-up actors.
Create a game over UI with a blurred background and centered text via a widget blueprint, shown when health reaches zero, then reload level after a timer.
Learn to implement randomized footstep sounds for walk and sprint in Unreal Engine 5 by creating a wav player, storing sounds in an array, and playing a random one.
Resolve input not working after reset in Unreal Engine 5 by updating BeginPlay to set input to game only and obtain the player controller; this fix allows movement after restart.
Discord invite link :
https://discord.gg/cc22ZctUWr
Create a playable character class in unreal engine 5 using blueprint first, then c++, set skeletal mesh and capsule, rotate to face forward, and add a spring arm with camera.
Create a custom game mode from the game mode base, set BP jumpy character as the default pawn, and apply BP jumping game mode in level settings, then save.
Utilize a sequence node and branches in Unreal Engine 5 to check y-based movement, using execution pins and print strings to show forward, backward, or still motion.
Learn to move a character in Unreal Engine 5 using the character movement component, adding movement input with forward, backward, left, and right keys and a -1 to 1 scale.
Add controller pitch input to look up and down by rotating around the y axis. Use spring arm and a negate modifier in the input mapping context for camera control.
Learn to create a boolean input action IA jump in Unreal Engine blueprints, map it to the spacebar in the input mapping context, and trigger jumping via enhanced input events.
Import animations in Unreal Engine 5 using blueprint, c++, importing FBX files from a 51 animations zip into an animation folder, including idle, run, jump, and lean motions.
Calculate the lean amount from the rotation delta between frames using a delta rotator, store last frame rotation, and feed the lean amount into locomotion.
Use a blend space to switch between idle and run jump based on ground speed, with a 0–500 range and 60 and 61 as blend thresholds.
Learn how to transition from fall to land idle or land run in Unreal Engine 5 by checking on air status, movement input, and combining conditions with and booleans.
Learn to manipulate spline points in Unreal Engine 5 using blueprints by getting local locations, drawing debug spheres, and looping through points to drive platform movement along the spline.
Learn begin and end overlap events in Unreal Engine 5 by using a box collision to detect when the player overlaps an elevator and display top and out-of-top messages.
Assemble a stomper blueprint by creating an actor blueprint, setting the smw fan frame as the root, adding a stomper mesh, and attaching a box collision at the tip.
Learn to animate the stomper's relative x-position in Unreal Engine 5 using a timeline with a vector track, keyframes at 0, 1, and 5 seconds, and looping.
Master timeline settings in Unreal Engine 5 by editing keyframes, applying auto tangents, and smoothing curves for seamless in and out transitions, while adjusting duration and length.
Animate the fan in Unreal Engine 5 with event tick to rotate along the x axis (roll) via local rotation, then apply force when the character overlaps a box collision.
Explore Unreal Engine 5 widget blueprint introduction by creating a Jumpy UI to show height and coins, using the designer tab, canvas panel, anchors, alignment, and size to content.
Create and display a widget blueprint in Unreal Engine 5, add it to the viewport, and customize a health/progress bar with percentage, color, fill direction, and size.
Create a height display UI in Unreal Engine by placing a 200 by 200 size box on a canvas, adding image and text overlays, and centering the readout.
Learn to build a max height display in Unreal Engine 5 using a scale box, overlays, and anchored elements to show coins and max height with label and value text.
Create an integer variable for max height, update max height text when the current height exceeds it by more than 99 cm, convert to meters, and add a progress bar.
Create an item pickup that awards points on collision using Unreal Engine 5 blueprints, importing assets and building a blueprint actor with box collision and rotating orb and ring.
Configure custom collisions for the orb and ring to ignore the camera and overlap the pawn, enabling passage and later destroying collected items for points.
Explore picking up items in Unreal Engine 5, linking the BP jump UI, increasing coins by 100, and destroying the item after pickup, with height display fixes.
Create and configure a blueprint elevator in Unreal Engine 5, defining start and end locations, stay down and stay up timings, and player triggers.
Change the player start position, add and position a cube, resize with R, rotate and place bumpers, duplicate obstacles with shift and alt, and test how the stomper pushes you.
Configure a fan in Unreal Engine 5 to launch the player skyward, experiment with power levels from 100 to 1500, and add additional fans and platforms to clear obstacles.
Place items in blueprint actors, duplicate and position them with surface snapping, and collect them to earn 100 coins per item.
Create an auto door blueprint in Unreal Engine 5 using a door frame, left and right door meshes, and a box collision that opens on player begin overlap.
Set and toggle door positions with relative vectors for open and close states, trigger on overlap, and test in the event graph, paving the way for smooth motion.
Adjust the elevator's collision box to restrict contact and consider a timer to slow its ascent; ensure it lowers after the player exits with a brief delay.
Create a jetpack system using variables such as thruster max time and thruster time, plus a toggle jetpack function activated by space when falling or flying.
Implement a 60 fps jetpack hover in Unreal Engine 5 by updating thruster time with delta seconds, launching the character while time remains, and toggling the jetpack when it expires.
we have seven course in one course
first section is anther course just for absolute beginners
1.fighter jet course F18
lets learn how we can use chaos vehicle system to create a game like Ace combat game
we start with moving our f18 and then we will add effects for its engine like VFX and sounds
we learn how to fly with it and how to maneuver and shoot our targets with our missile system
we add more effects to our missile along the course
next we need enemy and for that we use a radar system and Sam system
By the end of the course you will be able to create your own Fighter jet game with radar system and sam system in unreal engine 5
2.tank course M1 Abram
In this course we will learn everything about how to create a tank game that we start from defining engine , wheels and then we start with movement of our tank
we will add sound and lots of VFX to our game
then we will have some UI for having health bar and reload bar and rotation of turret UI
next we will add artilleries as enemy that can predict tank movement and shoot at it
3.helicopter course apache
we will learn all about wheels how to move them rotate them and use a handbrake
next we learn how to use vehicle movement component to make our helicopter fly
then we add niagara effects for showing the distance to the ground with some dust
next we will use animation blueprint to rotate the blades of helicopter
for the enemy we will create a anti air gun so it can shoot at our helicopter and destroy it
4.ship on ocean course destroyer
In this course we will create a ship game that will float on ocean
first we create ocean then we import files for our ship and we create blueprint for our ship to make it float in our ocean
then we use ship gun so we can shoot at our enemy
as enemy we use a anti ship artillery's that can hit ship and sink it
we will add some visual effects and some sound to our ship game as well
5.chaos destruction course building
In this course we learn all about chaos destruction
we learn the basics of it
how to make things destroyable and how to change their property to resist more to explosion
next we go and create building with glasses concrete and woods
6.FPS course M4
In this course we start from creating our FPS character that can move around look around at aim at things
next we will add some UI to our character so we now where we are aiming then we add a ammo system to manage how much ammo we have
next we will add firing weapon mechanics and add visual effects (Niagara system) and sound
next we add some UI for both ammo manager and health and shield UI with widget blueprint
then we will have a reload system
then we start with animations to play the reload animations walk and sprint animations and event firing animations
then we go and create a AI to be our enemy and we use a kraken skeletal mesh for it that can attack player and get to be killed as well
next we create a modular Item blueprint that can be ammo item , health item or shield item
7.platforms course stack O bot
in this course we start by creating our character blueprint and first we make it move with good animations
them we add jump and jet pack to it
next we create a door blueprint so it will open and close automatically
next we create two type of elevator one that get you to top and one that will fall if you stay at top of it
next we create a fan blueprint that can shoot the player into the sky
next we will create a stomper that can push player of the edge
next we create a moving platform that with a spline you can easily tell it where to go and get back