
Create a warrior debug helper to print on-screen messages and logs in Unreal Engine 5 C++. Place the header in public and wire it into the hero character.
Learn to bind input in Unreal Engine 5 C++, using a data asset to set mapping context, implement move and look callbacks, and test in editor.
Define a startup data base asset and derived hero and enemy assets, then implement a grant-abilities workflow for the character's ability system component, organizing activated and reactive abilities.
Learn to use an animation layer interface to support multiple weapons with empty states, a master animation blueprint, and armed locomotion blended by the current equipped weapon tag.
Link the new animation layer to the hero weapon data in C++, wire structs and enums to the weapon system, and enable seamless weapon equipping and animation transitions.
Learn to implement the axe unequip sequence by unlinking anim layers, removing granted abilities and input mappings, and reattaching the axe to the back socket.
Implement slow motion with an nm notify state and time dilation in Unreal Engine 5 C++, enhancing heavy and light attacks, and add weapon swing and grunt sounds to montages.
Set up an enemy character by creating a warrior enemy character class, startup data asset, gameplay ability, and combat component, then compile and organize blueprints for future enemies.
Spawn a starting weapon for the guardian by creating a derived gameplay ability, selecting the weapon class and socket, tagging the weapon, and scaling it to fit the guardian.
Apply startup gameplay effects to self using the ability system component by looping startup gameplay effects, obtaining each effect's default object, and applying with the proper level and context.
Learn how to use the damage taken attribute to modify the current health attribute, clamp health between zero and max, and update the user interface during combat.
trigger the hit react ability by applying a hero damage effect and sending a gameplay event to activate the enemy's hit react, with blueprint handling target and optional facing rotation.
Use gameplay cues to play the melee impact sound on hit in Unreal Engine 5 C++, creating a gameplay cue blueprint, tagging it, and executing it during attacks.
Learn to spawn dissolve Niagara effects for enemies in Unreal Engine 5, using soft object references, async load, dynamic material instances, and color parameters to synchronize edges with visuals.
Hide the enemy health bar on startup and during death, reveal only while taking damage, toggle visibility in blueprint, and manage initialization with a timer and a first broadcast boolean.
Configure ai perception with a sight config to detect enemies and ignore friendlies and neutrals. Tune sight radius and peripheral vision, and bind the on enemy perception update callback.
Create the strafing blend space for the Guardian, configure locomotion direction and ground speed axes, assign walk and idle animations, then test in level and refine strafing transitions.
Set up a guardian base damage curve in a curve table for both melee abilities, compile, and test with live coding and debug output to verify attack and defense values.
Create a duration gameplay effect to tag enemies as under attack when damaged, automatically removing the tag after five seconds, with stacking rules and testing via the gameplay debugger.
Add rolling sound effects using new notify tracks and play sound actions, selecting ground and rolling assets. Preview and test in the level to fine-tune timing before continuing.
Add hero hit effects by applying a compute effects material to the hero's mesh, create and tweak a material instance, and drive the effect via the hit react ability.
Compute the hit react direction by measuring the angle between hero's forward vector and enemy, using dot product and cross product to determine left or right for montage selection.
Switch on gameplay tag in blueprint selects ending montage (front, left, right, back) to play, while the animation blueprint blends upper and lower body when idle for a full-body montage.
Build a block ability in Unreal Engine 5 C++, looping the block montage and spawning a magic shield attached to the owner using a Niagara system and gameplay cues.
Set up a toggleable target lock ability in Unreal Engine 5 using C++ to handle activation and input policy, while updating the lock widget and rotation each frame.
Capture mouse input to determine the switch direction. Notify the target log ability with a gameplay event to switch targets left or right.
Test hero combat abilities—directional rolling, hit reaction, blocking, and target lock—against cloned enemies, adjust guardian stats, and test balance, noting the need for stronger foes in the next section.
Reuse the guardian framework to create a ranged enemy with a starting weapon, curve table, and projectile ability, then adjust its behavior tree and animation blueprint.
Create a curve table for Glaeser starting stats, including attack power, defense power, max health, and base damage across levels; then create and assign a startup gameplay effect and test.
Construct a behavior tree to find shooting position using a selector, sequence, decorators, and blackboard keys, then run an x query to locate shooting projectile location and move to it.
Unreal Engine 5 c++: toggle box collision enables hit detection for boss hand collision boxes and routes damage handling through the enemy combat component, using left and right hand collisions.
Create the ability text and ending montage for the summon enemies, assign the ability to the boss, and test the setup.
Listen for the gameplay event tag from the enemy montage to trigger spawning, then asynchronously load the soft enemy class for spawning in a custom ability task.
Adjust the rage slash to use on begin overlap, enabling it to damage multiple enemies, while implementing overlapped actors tracking, hostility checks, and applying projectile damage with gameplay event data.
learn to implement an instant rage gain effect that increases the hero's current rage after every successful melee attack, using level-based curves and a dedicated gameplay effect.
This lecture demonstrates building a native c++ countdown action class for unreal engine 5, initializing variables, handling remaining time and update intervals, and wiring output pins for a latent action.
create healing stones as pickups that heal health and rage, using a warrior stone base derived from a pickup base, with collision detection, overlap handling, and spawning by dead enemies.
Finish the stone consumption logic by spawning effects, playing sounds, and destroying the stone, then set up healing and rage stones with gameplay effects, curves, and user interface prompts.
Test the hero against the boss, adjust hero stats and rage costs, and verify rage and weapon abilities. Finalize a functional game loop with start, win, lose, and end states.
Create a wave countdown widget in Unreal Engine 5 C++ for an action RPG, expose the current wave count to blueprints, and animate and display the countdown text.
Register spawned enemies by exposing a blueprint callable function, loop through enemies, increment spawned counter, bind to on destroyed, cast to survival game mode, and trigger last wave widget.
Trigger the survival game mode state change upon death, display a red player died message, pause animations, disable collisions, and set input to ui only; test confirms the message appears.
Welcome to "Unreal Engine 5 C++: Advanced Action RPG"! The most comprehensive RPG course you'll ever find online. In this course, we'll employ industry-standard coding practices and data-oriented design to create AAA RPG combat experiences.
You'll learn how to use Gameplay Ability System to create a complex RPG combat experience and implement exciting features like a combo system with light and heavy attacks, directional rolling, hit reactions, blocking, parrying, target locking, special abilities with cooldowns, AI avoidance, advanced enemy AI with strafing and projectile attacks, an epic boss fight, and much more.
In the first section, we’ll set up our hero character for the gameplay ability system and proceed with input binding using native gameplay tags and data assets. Once our character can navigate the level, we’ll combine GAS with linked animation layers to create a melee combo system featuring light and heavy attacks. With these elements in place, we’ll introduce enemy characters, adding attributes, combat feedback, character death, and a robust UI notification system. You’ll also learn to use asynchronous loading for startup data and create a custom function library for handling damage.
Next, we’ll implement AI avoidance and strafing using a blend of Blueprint and C++ behavior tree nodes to craft advanced AI behaviors. We’ll incorporate the crowd following component for detour crowd avoidance and explore behavior tree node types and the environment query system to determine strafing locations.
With our enemies capable of dealing damage, we’ll refine our hero’s combat abilities by adding directional rolling, directional hit reactions, blocking, parrying, and target locking. You’ll learn to use motion warping for dynamic rolling distances and handle most of the heavy lifting in C++ for the target lock ability.
Following this, we’ll introduce a ranged enemy that shoots projectiles and retreats when approached. We’ll then add a boss character complete with a boss bar, powerful melee attacks, and the ability to summon other enemies. Once our combat system is fully functional, we’ll develop a survival game mode with enemy waves. We’ll create multiple widgets, including a win screen, lose screen, pause menu, and main menu. Finally, we’ll port everything to a real map for epic battles against our enemies.
This comprehensive RPG course is unmatched online. With detailed code changes provided in each lecture and a step-by-step approach, there’s no better time to create your dream RPG project. What are you waiting for? Join the course and start your RPG adventure today!