持续时间56h 大小:48.7G 包含项目文件 1280X720 MP4
语言:英语+中英文字幕(云桥CG资源站 机译)

虚幻引擎C++终极射手课程完整版
信息:
你会学到什么
学习所有翻译成虚幻引擎5的技能!
通过创建一个完整的射手游戏来学习虚幻引擎游戏开发
深入体验虚幻引擎动画、材料、特效和游戏性!
了解虚幻引擎的代码库。

要求
对C++基础知识的理解(参加我的C++课程!)
描述
课程兼容任何版本的虚幻引擎,包括虚幻引擎5!

这是互联网上最全面的虚幻引擎教程系列。你将创建一个完整的具有AAA质量的游戏机制的射击游戏。学习射手游戏玩法背后的理论,然后在这个美丽的游戏项目中实现它们。涵盖的主题有:

人物塑造和运动
电脑和控制台控制器的输入
动画蓝图的广泛使用(和动画实例,他们的C++父母)
1D和2D·布伦斯佩斯
扫射
原地转弯
目标偏移量
反向运动学
动画曲线
跑步时身体前倾
蹲伏(动态调整胶囊大小)
跑步时转动臀部
带有反冲动画的武器射击
再装
武器爆炸和撞击粒子
武器光束粒子(烟迹)
子弹壳喷出粒子
音效

按骨骼、按bool和按enum混合动画–用身体的一部分播放一个动画(跑步或蹲伏),同时用身体的另一部分播放另一个动画(重装、瞄准或武器射击)

附加和装备不同的武器(手枪、冲锋枪、突击步枪)
自动和半自动射击
在动画期间移动不同的枪部件(夹子/弹匣和手枪滑块)
瞄准时相机变焦
动态十字准线会随着以下情况扩散:
字符速度
武器射击
瞄准
跳跃的
每种武器都有不同的十字准线
小部件组件,显示:
项目名称
项目类型
弹药计数
物品稀有度
抬头显示器动画
全项目库存系统
蓝图和C++中的数据表
要控制的曲线:
拾取过程中的项目移动
材质效果的颜色和亮度脉冲
材料创作,包括:
后处理材料
动态材料实例
从C++设置材质属性
用曲线驱动材料特性
材料功能
将材料混合在一起
轮廓效果
辉光/脉冲效应
重定向动画
重新定位整个动画蓝图
无数的游戏算法
数据结构的使用,包括:
结构
枚举
数组
地图
更多

动画蒙太奇

动画通知声音、武器轨迹和自定义通知
足迹和同步组的同步标记
该课程拥有大量资产,包括:
声音
口感
粒子效应
网状物
代表
接口
动态足迹根据表面类型产生不同的声音和粒子系统
物理材料和表面类型
Niagra粒子系统
线条痕迹
敌方人工智能
行为树和黑板组件
多种敌人类型,不同的生命值、伤害、体型和移动速度
头部损伤,带有:
爆头伤害更高
使用项目符号点击弹出并制作动画的小部件数量
不同颜色的头像数字
角色和敌人健康条
敌方巡逻,农业,追逐和攻击玩家
死亡力学
眩晕力学
带有近战武器痕迹的近战攻击
造成损害和死亡的爆炸物
水平原型
使用专业资产基于我们的原型创建完整的级别
轻度烘焙
后处理效果




Duration 56h Project Files Included MP4

Unreal Engine C++ The Ultimate Shooter Course Complete Edition
Info:
What you’ll learn
Learn all skills that translate to Unreal Engine 5!
Learn Unreal Engine game development by creating a complete shooter game.
Get in-depth experience with Unreal Engine Animation, Materials, Special Effects, and gameplay!
Learn Unreal Engine’s code base.

Requirements
Understanding of the basics of C++ (take my C++ course!)
Description
The course is compatible with any version of Unreal Engine, including Unreal Engine 5!

NOTE: 345 videos, fully uploaded!

This is the most comprehensive Unreal Engine tutorial series on the internet. You will create a shooter game complete with AAA quality gameplay mechanics. Learn the theory behind the gameplay mechanics of shooter games, then implement them in this beautiful game project. Topics covered are:

Character creation and movement
Input for PC and console controllers
Extensive use of Animation Blueprints (and Anim Instances, their C++ parents)
1D and 2D Blendspaces
Strafing
Turn in-place
Aim Offsets
Inverse Kinematics
Animation Curves
Character lean when running
Crouching (with dynamic capsule resizing)
Turn hips while running
Weapon fire with recoil animations
Reloading
Weapon blast and impact particles
Weapon beam particles (smoke trails)
Bullet shell eject particles
Sound effects

Blending animations per bone, by bool, and by enum – play one animation with one part of the body (running or crouching) while simultaneously playing another animation with another part of the body (reload, aim, or weapon fire)

Attach and equip different weapons (pistols, submachine guns, assault rifles)
Automatic and semi-automatic gunfire
Move different gun parts (the clip/magazine, and pistol slide) during animations
Camera zoom while aiming
Dynamic crosshairs that spread in reaction to:
Character speed
Weapon fire
Aiming
Jumping
Different crosshairs per weapon
Widget components, showing:
Item names
Item types
Ammo counts
Item rarity
HUD animations
Full item inventory system
Data tables, in Blueprints and C++
Curves to control:
Item movement during pickup
Color and brightness pulse for material effects
Material creation, including:
Post-process materials
Dynamic material instances
Setting material properties from C++
Driving material properties with curves
Material functions
Blending materials together
Outline effects
Glow/pulse effects
Retargeting animations
Retargeting whole Animation Blueprints
Numerous gameplay algorithms
Use of data structures, including:
structs
enums
arrays
maps
and more

Animation montages

Anim Notifies for sounds, weapon trails, and custom notifies
Sync markers for footsteps and sync groups
The course comes with a huge amount of assets, including:
Sounds
Textures
Particle effects
Meshes
Delegates
Interfaces
Dynamic footsteps that spawn different sounds and particle systems depending on the surface type
Physical materials and surface types
Niagra particle systems
Line traces
Enemy AI
Behavior Trees and Blackboard Components
Multiple enemy types with varying levels of Health, Damage, Size and Movement Speed
Headshot damage, with:
Higher damage for headshots
Number widgets that pop up and animate with bullet hits
Different colored numbers for headshots
Character and enemy health bars
Enemy patrol, agro, chase and attack player
Death mechanics
Stun mechanics
Melee attacks with melee weapon trails
Explosives that cause damage and death
Level prototyping
Creating full levels based on our prototypes using professional assets
Light baking
Post-process effects