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Welcome to the course. We're going to make a fun First Person Shooter using Unreal Blueprints.
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We get started by downloading the starting project and taking a look at the level and folder structure.
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We learn how to get free assets from the Epic Games Marketplace.
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We learn how to organize the asset packs into orderly folders in our project.
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We create our own custom night sky in our shooter level.
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We duplicate some objects to create barricades in our shooter level.
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We learn how to organize the asset packs into orderly folders in our project.
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Lucy invites you to join us in our various community support forums in order to ask questions, connect with other students and share your progress.
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We look at a few of the editors in Unreal Engine and see how they work.
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We manipulate some of the objects in the level and learn how to duplicate and group Actors together.
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We discuss the different classes that form the Unreal Engine hierarchy and what features these classes have.
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In this section we will be adding our main character to the scene and getting them moving!
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We make our first Blueprint based on the Character class.
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We add a Camera Component and a Spring Arm to the Character Blueprint
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We map the WASD keys to Blueprint function nodes to move the Character throughout the world
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We use axis mappings to link the mouse movement to the Controller, which will allow our Character to look around.
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We use an Action Mapping to link the space bar to the Character’s Jump function, then discuss the Character Movement Component and how its variables affect the Character’s movement.
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We create our Character’s Animation Blueprint and learn how it can drive the Character’s pose.
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We create a Locomotion State Machine and drive our poses using variables
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In this section, we add a weapon to the Character and implement the ability to shoot!
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We add a socket to the Character Mesh Skeleton and attach a weapon mesh to it.
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We add a Boolean to the Animation Blueprint and set it with the right mouse button to aim.
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We create more state machines in the Animation Blueprint and switch to different poses based on our IsAiming variable.
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We add a Scene Component to the Character Blueprint and spawn a particle system at its location.
We convert Belica's muzzle flash from a three-shot burst to a single burst particle system.
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We play a weapon fire sound with a Play Sound 2D node when firing the weapon.
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We create a firing Animation Montage and play it from Blueprints when firing the weapon.
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We create an Aim Fire Montage and select the correct montage based on our Is Aiming Boolean.
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We learn how to create Blueprint functions manually and by collapsing nodes into a function.
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We perform a line trace to see what our gun hits when we fire.
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In this section, we create a Drone that can fly around and chase the player!
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We create a new Pawn Blueprint for our AI Drone.
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We create a function to explode the drone when we shoot it.
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We add a sphere component to the drone to detect when the Character overlaps with it.
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We add a Floating Pawn Movement Component and a Nav Mesh so our Drone can chase the Character.
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We add a second overlap sphere that will trigger an explosion when the Drone gets close to the Character.
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We make the Drone face the player in a smooth manner using Rotator Interpolation.
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We add Patrol Points for the Drones to follow until aggroed by the Character.
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We move the drone to various Patrol Points.
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We disable overlaps for the overlap spheres for all object types except for Pawn
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In this section, we implement combat mechanics and the ability to cause and receive damage!
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We create a HUD to add to the screen and add crosshairs
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We set up Damage events and apply damage when shooting the Drones
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We learn how to create macros and how these can have delay nodes inside them
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We add a progress bar to the HUD to display our Character’s health
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We implement On Take Any Damage and Apply Damage in Blueprints
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We convert our weapons from semi-auto to full auto! Don’t tell the cops.
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We add an Ammo variable and subtract from it when firing the weapon
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We create an AmmoPickup actor that gives us more ammo
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We make our Drone chase and attack us when we shoot it
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We create a HealthPickup that replenishes our health when we pick it up
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We change the colors of the lights on the drone to red when it’s angry
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In this section, we create a Game Mode to handle the rules and states of the game!
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We create a Game Mode Blueprint to handle the rules of our game
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We add a Drone count to the Game Mode to keep track of the player’s progress
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We create an Enum to hold the different states of the game
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We add a warmup timer to the HUD to display time until the game starts
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We handle the In Progress state for the game
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We format the countdown to a time format with minutes and seconds
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We handle the winning game state
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We handle the state where the player dies
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We wrap up the game project
Yay congrats on finishing the course ?
What's next for you?
Want to get to grips with C++?
Discount coupon for ? Master C++ Fundamentals!
Fancy the challenge of more Unreal?
Discount coupon for ? Get Unreal C++ Skills!
Want a bigger shooter challenge?
Link for The Ultimate Shooter Course!
The courses are a whole heap of fun and as an existing GameDev.tv student you get a hefty discount.
See you in another course soon ?
Ready to create a game in the amazing world of Unreal Engine 5?
Make an awesome first person shooter game, where players will be spawned into a level with a handful of dangerous drones and tasked with destroying them to clear the zone!
Your game will have it all! You’ll create a first person shooter character, with movement mechanics and animation. Attach weapons and combat with effects including sounds and particle systems.
Then you get to create hostile enemy drones with pathfinding. Finally adding Game Mode and HUD with countdown timers, health bars, announcements, game states and score. Oh and it wouldn’t be a FPS game without health and ammo pickups, so you’ll learn that too!
You’ll be doing all of this in Blueprints, so you won’t need experience in programming or C++. We’ll walk you through the new Unreal Engine 5 (UE5) interface. And you'll learn best practises for setting up Blueprints and creating game logic.
All of the assets are provided, but you’ll make the actual game yourself from scratch!
You’ll get full lifetime access for a single one-off fee. The creators are qualified and experienced with modelling and coding, so are able to explain complex concepts clearly, as well as entertain along the way.
All students have access to the Q&A forums where our Instructors, Teaching Assistants and Community are ready to help answer your questions and cheer on your success.
This course is ideal if you want to make your own video games in UE5, are a beginner with no game development experience or if you have experience in other engines such as Unity.
So dive into the amazing world of UE5 now!