
In this video you will install Unreal Engine and get the correct version of the Unreal Editor (5.4.3) to start your journey.
Install Unreal Engine 5.4 and set up a C++ editor—writer, Visual Studio Code, or Visual Studio 2022—with the recommended Unreal Engine workloads and Windows SDKs to begin building your project.
Install and configure Visual Studio 2022 for Unreal Engine 5.4, launch the editor, use Epic Games Launcher marketplace assets, and enable C++ development with hot reload for a test project.
Create the Paladin Tutorial project in Unreal Engine 5.4.3, set up content folders, build the Paladin game mode base blueprint, and import Mixamo mesh with idle animation.
You will learn how to code the spring arm and camera component to view your character.
You will learn how to attach weapons and items to your character using sockets.
You will learn how to setup input actions and context mapping for those inputs in the Unreal Editor.
You will learn how to setup input actions and write C++ code to get the character moving.
Create a look action using a 2d mouse axis, mapping mouse x and y (negating y), then bind it to the Paladin character's look function and test in a map.
Implement a jump action in unreal engine 5 c++ mapped to spacebar, bound to the character, and launch with forward and vertical velocity when grounded.
Develop a paladin anim instance in Unreal Engine 5 C++ to drive character animations by updating speed, direction, is falling, and is blocking, using velocity and Kismet Math Library.
Create a blend space in Unreal Engine 5 by importing in-place, skinless Mixamo animations (idle, walk, run, strafes) with Nordstrom skeleton, and set -180–180 and 0–600 for smooth blending.
Create a paladin anim blueprint based on Paladin anim instance, with a locomotion state machine and an eight-way blend space (idle walk run) controlled by speed and direction from code.
Import the simple jump animation from Mixamo, integrate it into the Paladin anim instance, and configure is in air and not in air transitions for jump and land.
Configure max walk speed and run speed in character class, wire an input action for left shift with actuation threshold, and implement run and stop running using get character movement.
set up an eight way blend space in unreal engine by configuring the horizontal axis to eight grid divisions and a vertical speed of 600 for smooth forward motions.
Learn to fix Unreal Engine 5.4 root motion issues when importing Mixamo animations by adding a root bone with Mixamo converter, and reimport animations to align the capsule and mesh.
Import and convert Mixamo animations with the mixed mode converter, then rebind to the Nordstrom ue skeleton and rebuild the Paladin anim instance and blend space.
Rename animations in the blend space, set direction and speed axes, and integrate the blend space into the animation blueprint's locomotion while preparing for Mixamo attacks.
Learn to build a paladin attack montage in Unreal Engine 5 by importing Mixamo root-motion animations, creating a four-attack sequence, enabling root motion, and wiring input mappings for combos.
Configure basic and heavy attack input actions in Unreal Engine 5 C++, map left click to tap and hold, and use debug messages with hot reload for a paladin RPG.
Set up paladin attack montages in Unreal Engine 5 C++ by declaring a UAnimMontage, exposing it to blueprints, and implementing a play function with sections and play rate.
Learn to implement a right weapon collision box in Unreal Engine 5 C++, bind overlap events, and toggle collisions to enable damage, paving the way for an anim notify state.
Create a custom anim notify state in Unreal Engine 5 C++ to activate and deactivate weapon collisions during an attack, using Paladin character methods and notify begin/end.
Import a brute enemy from Mixamo into Unreal Engine 5, retarget animations with the IK rig, and test damage in a blueprint enemy using pawn collision.
Create an enemy class in C++ and expose base damage, health, and max health to blueprints, then generate a blueprint from the class (bp_enemy) to drive combat behavior.
Create an enemy anim instance to drive movement by updating speed and direction from the enemy pawn each frame, and connect it to the animation blueprint and blend space.
Define a hit interface in Unreal Engine 5 to enable damage, implement it on the Paladin, and send hit results from weapon overlaps to enemies for reactions.
Explore implementing a damage system in unreal engine 5 c++ by adding base damage, health, and max health, applying damage with GameplayStatics, and enabling enemy take damage and death montages.
Create and configure an enemy movement blend space in Unreal Engine 5 using idle, walk, run, and strafe animations exported from Paladin via IK retargeter, with direction and speed axes.
Create an enemy anim instance blueprint to drive a blend space and locomotion state machine (idle, walk, run), then assign it to the enemy animation class and test patrol areas.
Learn to implement enemy patrolling in Unreal Engine 5 using blueprints, pawn sensing, and a nav mesh bounds volume, with random patrol points and a move to destination.
Prototype enemy AI in Unreal Engine by using pawn sensing to detect the player, move to them, and attack via a sequence with retrigger delay and blueprint or C++ integration.
Create and organize the brute attack montage in Unreal Engine by importing basic and spin attacks, setting up montage sections, and wiring an attack montage property in the enemy blueprint.
Learn to implement random enemy attacks in Unreal Engine 5 using C++ and blueprints, including montage sections, random section selection, and timer-based animation playback.
Set up enemy weapon collision in Unreal Engine 5 by adding a box component, attaching it to the right weapon socket, and enabling weapon activation and overlap handling.
Create an enemy right weapon anim notify state in Unreal Engine 5 C++ to activate and deactivate the weapon during attack montages, using Paladin references and messages like hit player.
Explore applying and handling damage between the paladin and enemy using c++, implementing an AI controller, base damage, health updates, death montage, and on-screen debugging messages.
Learn to create an enemy nameplate health bar in Unreal Engine 5 using a UI widget blueprint, bind health to a progress bar, and toggle visibility when near.
Learn to toggle enemy nameplates in Unreal Engine 5 by adding a name plate sphere, using begin play to hide, and enabling visibility on overlap for nearby paladin enemies.
Create a player overlay health bar in Unreal Engine 5 using widget blueprints, progress bars, and bindings to reflect the Paladin's health percent.
Add a blocking input action for the Paladin, mapped to the right mouse button with pressed and released triggers, and implement start blocking in code and stop blocking in blueprint.
Import a Mixamo sword and shield blocking idle animation, assign the paladin skeleton, and implement blocking state in the anim blueprint with a getter/setter for isBlocking and start/stop blocking logic.
Update take damage logic by checking blocking state from the animation instance and applying damage only when not blocking or when facing the enemy; use dot product to determine facing.
Learn to use a dot product of forward vectors in Unreal Engine to determine if the player faces the attacker while blocking, guiding damage application.
Disable movement during blocking by accessing the character movement component, then reenable movement by setting movement mode to walking after blocking and test with hot reload in the Paladin character.
Develop a custom AI combat system in C++ using the strategy pattern with Unreal Engine reflection for garbage collection, enabling an enemy that idles, patrols, attacks, and strafes.
Add AI module and navigation system to Paladin tutorial build, and attach a UI perception stimulus source component, registering it with the perception system so enemies detect Paladin.
Implement an enemy AI controller with sight perception in Unreal Engine 5 C++ by configuring the perception component and sight config, wiring begin play delay to initialize spawned Paladin enemies.
Wrap up the on target detected logic by casting the paladin as the actor, triggering enter combat when the stimulus is active, and exiting combat when it ends.
Explore implementing AI combat using the strategy pattern in Unreal Engine 5 C++, building patrol and attack behaviors for enemies with a reusable AI combat interface.
Implement patrol logic for an enemy in unreal engine 5 c++ using a timer and waiting states to move to random points within a radius via navmesh and ai controller.
Fix the tick issue in Unreal Engine 5 C++ by moving patrol logic into the enemy patrol and using has reached destination with a patrol delay timer to control movement.
Explore implementing an enemy attack strategy in Unreal Engine 5 C++, moving to the player, validating distance for melee attack, and integrating with Unreal object system and memory management.
Refactor the attack strategy into an Unreal Engine UObject using the reflection system, configure UCLASS and GENERATED_BODY, and implement its execute pathway to attack and damage the player.
Integrate a patrol strategy into Unreal Engine's reflection system, replacing raw C++ with a UClass. Leverage a perception system to focus player during combat and clear focus on exit combat.
Learn to implement an Unreal Engine 5 C++ enemy AI state machine using a blueprint-exposed enum to switch between patrol, combat, strafe, and dead states in tick.
Refine the unreal engine 5 c++ attack strategy by removing duplicate casts, passing the paladin as a parameter, and adding getters and setters for dynamic attack and acceptance ranges.
Implement a strafing strategy in Unreal Engine 5 C++ by creating a UObject-based strafe strategy, using nav data, navigation system, and AI controller to move and attack.
Implement a strafe strategy in Unreal Engine 5 C++ for RPG enemies by timing attacks with random delays, switching between attack, strafe, and patrol states using a strategy pattern.
Refactor patrol, attack, and strafe to validate strategies before execution, avoiding new object creation and saving resources; check enemy ai controller for null before exiting combat.
Implement player death flow in Unreal Engine 5 with blueprint implementable events and U function, disabling movement, playing death montage, showing a you died overlay, and reloading the level.
Implement enemy death in Unreal Engine 5 by unpossessing the AI controller, disabling collision, and triggering a death montage via blueprint, then destroy the actor after a brief delay.
Create hit sounds for flesh, metal, and shield interactions using Freesound.org assets and Audacity, then import them into Unreal Engine for combat, while honoring attribution requirements.
Create a sound cue for enemy hits and wire it to the hit event. Play the sound at the enemy's location using a random selection of two sounds via blueprint.
Implement body and shield impact sounds for the paladin in Unreal Engine 5 C++ by adding sound cues and playing them at actor location using dot-product logic to determine facing.
Spawn a Niagara VFX at the impact bone location, such as clavicle, to visualize hits; use a Niagara system and spawn at the bone’s world-space location via blueprint.
Enable the beta motion warping plugin in Unreal Engine 5 and implement a C++ motion warping component for a jump attack that warps to a target using root motion.
Master motion warping in Unreal Engine 5 C++ by wiring a line trace to detect enemies, warp to a target using attack four, and clear warp targets after the attack.
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