Unreal Engine 4.x Projects
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Unreal Engine 4.x Projects

Explore the world of professional game development with Unreal Engine 4 in this project-based video
3.9 (14 ratings)
Instead of using a simple lifetime average, Udemy calculates a course's star rating by considering a number of different factors such as the number of ratings, the age of ratings, and the likelihood of fraudulent ratings.
165 students enrolled
Created by Packt Publishing
Last updated 7/2017
Current price: $10 Original price: $125 Discount: 92% off
5 hours left at this price!
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  • 9 hours on-demand video
  • 1 Supplemental Resource
  • Full lifetime access
  • Access on mobile and TV
  • Certificate of Completion
What Will I Learn?
  • Understand the foundation of Unreal Engine 4
  • Get hands-on with beginner to advanced-level visual scripting via Unreal Blueprints
  • See how to modify Unreal game assets to fit your design
  • Get involved in Unreal material creation, giving your game that extra edge
  • Get to grips with advanced problem solving, and how to think Unreal
  • Know how to quickly implement changes to your game
View Curriculum
  • This video takes a project-based approach. Over the course of the video, you’ll create 2 complete games with increasing levels of difficulty. We use illustrative examples to help you out in your own game creation process.

If you want to do more with Unreal Engine 4 and dive deep into the amazing capabilities that it has to offer, then this video is the right choice for you. In this video, you will learn how to create 2 different Unreal Engine 4 games.

The design complexity of each game increases gradually to give you a complete overview of Unreal Engine 4 and its amazing features. You will learn to implement advanced shading techniques, create stunning graphics, leverage the rendering power of Unreal Engine to get the best out of it.

The experience of creating a variety of games from scratch will help you get a clear grip on Unreal Engine 4 and enable you to become a pro game developer with Unreal Engine 4.

About The Author

Mike Sill is a 3D Artist from Cleveland, OH, working in Los Angeles, CA. He has used Epic’s Unreal Engine since 2007 and professionally since 2012. Mike has had the honor of working alongside the likes of Jesse Schell, Patrick Hanenberger, and Dan Gregoire. Mike currently works as an Engine Artist making pre-viz and post-viz sequences for theme parks, Hollywood films, and AAA videogame titles.

Some of Mike’s notable works

  • Mike was in charge of the Hero SHD Agent customization and loadout as well as others. He set dressed environments and handled lighting for many shots. Among other tasks were rendering snowfall, as well as exporting/importing motion capture and other prop, vehicle, and camera animations.
  • Mike set dressed the launch bay, sculpted planets, and procedurally generated the entire 37,000km terrain of Terra Nova. The Ride was rendered with the awesome power of Unreal Engine 4.

    Who is the target audience?
    • The ideal target audience for this video would be game developers with basic knowledge of object oriented programming. They should have some previous working experience with Unreal Engine 4.
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    Curriculum For This Course
    38 Lectures
    Getting Started With Unreal Engine 4
    5 Lectures 01:14:32

    This is to give you a brief information about the course.

    Preview 03:31

    The aim of this video is to learn how to manipulate the UE4 viewport and understand the main menus.

    Unreal Engine 4 Navigation

    What are we dealing with in regards to geometry and manipulating the different kinds of geometric actors in UE4? How do we utilize them to create quick and rough environments or Greyboxing?

    The Fundamentals of Level Design and Unreal Assets

    How to we add beauty to our games? What is PBR and how do we accomplish realistic rendering with Unreal Materials? How do we create these materials?

    Utilizing Unreal Engine’s Material Editor

    We need to streamline our greybox workflow. In this video learn what a prefab is and how, in UE4, do we utilize blueprints to bend menial tasks to our will.

    Prefabs and Blueprints: A Guide To Efficiency
    Remembering The Classics: Mastering the Mechanics of Pong
    5 Lectures 01:12:59

    To setup our playfield and project files.

    Preview 13:06

    With this video learn to create a paddle that will be controlled by the player and make a camera that will view our game from a top-down orthographic perspective.

    Ready Player One

    The aim of this video is to make a ball that collides with our paddle and other objects in the game.

    Play Ball

    The aim of this video is to create a functioning paddle that is controlled by AI.

    A Challenger Approaches

    We need to make goals and a win condition.

    Taking It Further
    7 Lectures 01:28:30

    How do we change our game with polish to make it fun and interesting, and how do we display our score within the level?

    Preview 20:17

    Learn what is Impulse, and how can we incorporate its use into our paddle system.

    Fun with Physics

    In this video explore how to create a fun pop-bumper mechanic and implement a multiball function?

    Fun with Physics (Continued)

    How can we move our game logic, such that the ball can be spawned, destroyed, and respawned? How can we keep our game score if the ball is destroyed?

    Spawn the Ball

    With this video, get to know how to create a fun multiball mechanic.

    Volley Count for Multiball

    How do we implement a timer that will not only count down, but also display in the 00:00 format and end our game upon completion?

    Game Time

    How do we add particle systems to our game in a fun way?

    Wrapping Up
    Breaking Down the 2D Platformer
    6 Lectures 01:39:50

    How do we make a fun and interesting side-scrolling platform game?

    Preview 16:36

    The aim of this video is to create fluid character movement and limit those movements to make the game challenging.

    Jumping Around

    The aim of this video is to create a rolling barrel obstacle that damages our player.

    Implementing the Obstacle

    How do we create a platform system that activates when our player enters a volume? Also, how can we make our character have limited invincibility upon collecting a coin?

    The Platform and the Power-Up

    How can we make our character have limited invincibility upon collecting a coin? Also, how can we represent that visually during the game?

    The Platform and the Power-Up (Continued)

    How do we begin and end the game? Also, lets learn how might we create a launch pad that will push our character onto the final platform.

    Reaching Safety
    Raycasting and UMaps
    10 Lectures 02:01:48

    Can we trigger interaction via Linetracing/Raycasting?

    Preview 10:06

    With this video learn how to create a scoring system that utilizes raycasting when the player jumps successfully over a barrel obstacle.

    Adding the Scoring System

    Can we make a new level with a new enemy mechanic, while also utilizing and modifying existing blueprints to create an exciting and challenging experience?

    The Next Level

    The aim of this video is to learn how to create an enemy that patrols between two points in space.

    Creating the Enemy

    How do we modify our Elevator BP, such that the level will spawn our Elevators and they will move automatically, regardless of player overlap?

    Spawn the Elevators

    With this video learn to create a Level Goal,that requires the player to collect a certain amount of coins in order to access the end area.

    Collecting the Coin

    How do we make an obstacle that blocks progress to the end, yet can be cleared upon collection 100% of coins? Also with this video get to know how we can utilize Matinee to show the player that the path to the finish is clear.

    Reaching Finish Line Through Obstacles

    Finally create a third and final level to wrap things up.

    The Final Level

    The aim of this video is to modify our Barrel Launcher blueprint to become a dangerous obstacle.

    The Dangerous Obstacle

    Now that we have multiple levels, how do we travel between them?

    World Traveler
    Going For the Title
    5 Lectures 01:14:39

    Can we create an in-game main menu with UE4, and what do we need to add or modify?

    Preview 03:18

    With this video let's take a look at how can we setup a main menu that feeds into a level select menu and also allows us to exit the game.

    Push the Button

    Now that we have a visual menu, how can we make it functional?

    Push the Button (Continued)

    The aim of this video is to add sound to our menu and game.

    Bring the Noise

    How can we add a consistent look and feel to our game? Can we turn our game into an .EXE file to share with our friends? You will get to know with this video.

    Recap and Polish
    About the Instructor
    Packt Publishing
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    Tech Knowledge in Motion

    Packt has been committed to developer learning since 2004. A lot has changed in software since then - but Packt has remained responsive to these changes, continuing to look forward at the trends and tools defining the way we work and live. And how to put them to work.

    With an extensive library of content - more than 4000 books and video courses -Packt's mission is to help developers stay relevant in a rapidly changing world. From new web frameworks and programming languages, to cutting edge data analytics, and DevOps, Packt takes software professionals in every field to what's important to them now.

    From skills that will help you to develop and future proof your career to immediate solutions to every day tech challenges, Packt is a go-to resource to make you a better, smarter developer.

    Packt Udemy courses continue this tradition, bringing you comprehensive yet concise video courses straight from the experts.