
Create a paladin locomotion system in Unreal Engine 5 using a blend space, animations, and an animation blueprint, then test direction-based movement and prepare for mobile packaging.
Bind a lock input and implement a can lock macro with a debug sphere. Create a get closest actor function to identify the trainer by distance and tags.
Create and configure a rolling montage in Unreal Engine 5, clarify root motion versus skeletal mesh direction, and implement locking, input roll, and rotation logic for accurate velocity during rolling.
Implement AI tyrant and visual hit effects by adjusting stun rotation logic, triggering particles, sounds, camera shake, and time dilation through anim notifies and the INT_TyrantTime interface.
Set up ai controller, behavior tree, and blackboard to drive a trainer's actions, using enums and a game instance to manage attack counts, strife timing, and runtime decisions.
Implement turn-in-place AI animations in Unreal Engine 5 by calculating the angle to the player, using relative rotation, and triggering left or right turn montages.
Configure player's defense action in unreal engine 5 by adding a block input mapping and can block logic, with a layered blend per bone to keep upper body facing AI.
Add a trace check and three line traces for trainer attacks in BP trainer using a multi sphere trace, connect to the attack check, and configure damage and block logic.
Implement jump mechanics in unreal engine 5 using bp player, input mappings, jump proxies for virtual joysticks, and an animation blueprint with jump, locomotion, and falling states.
Develop trainer AI in free combat mode, integrating Mikiri counter, distance-based attack decisions, and posture recovery that decreases as health drops.
Implement the menu start logic in Unreal Engine 5 using a trigger box and begin overlap to control ai attack; configure the menu level with gm_menu, bp_menu pawn, and pc_menu.
[All 54 lessons are uploaded with corrected captions!]
If you're interested in creating a 3D-action singleplayer game on mobile platform and publishing it in online store like google play store, this is the course for you!
Developing a 3D mobile game in unreal engine is a bit different from developing a game on PC platform. Since player's mobile specifications are quite different, mobile game developers do need to optimize lots of assets and logics including lighting, mesh polygons, textures, tick events etc, which all matter to final game performance. We will take them into consideration during this course.
Moreover, we will create your own sekiro-like basic combat mechanism from scratch by using unreal engine 5. We will not only create a game on mobile, but also publish it on google play store for more potential players who like your game!
Topics of this course will cover:
Android development environment
Virtual joysticks and UI for mobile
Animations system in unreal engine
Toggle Locking system
Rolling/Dodge system
Defence/Parry system
Execution and special camera transition system
HP and Posture value stats system
Attack combos
Knock back/Stun/Tyrant/Invincible states
Structured AI system with behavior tree
Customized attack patterns (Thrust, Mikiri, Dodge counter, etc.)
Signing *.aab file for GooglePlay Store
How to update new version of your game on googleplay store
If you have any questions, please search Q&A part in Udemy first, someone else might already solve problems similar to you. If there're no similar questions yet, ask question in details there and I will check questions regularly. Moreover, you can join my discord server to find more students who are enrolling in this courses!
Happy learning!
NOTICE: You need to pay extra fees to GooglePlay to get authorized developer identity to post a game uploading request. This fees vary according to the time and NOT relates with this course.