Unreal Engine C++ Developer: Learn C++ and Make Video Games
This "critically-acclaimed" and "insanely successful" Unreal Engine course was created in collaboration with Epic Games. The course now has high-quality handwritten subtitles throughout, available as closed captions so you can turn them on or off at your convenience. This is one of the best Unreal Engine tutorials on the web.
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This course started as a runaway success on Kickstarter. Get involved now, and get access to all future content as it's added. The final course will be over 50 hours of content and 300+ lectures.
Learn how to create and mod video games using Unreal Engine 4, even if you're a complete beginner. Unreal is a free-to-use game development engine used by AAA studios and indie developers worldwide. It can be a complex beast to get into, but we break it down step-by-step
Already know Unreal and want to learn VR or Multiplayer? Check out our other Unreal courses, just look for the green leaf for our other world-class Unreal courses.
We start super simple so you need no prior experience of Unreal or coding! With our online tutorials, you'll be amazed at what you can achieve. We believe project-based learning is the best way to learn Unreal Engine.
Benefit from our world-class support from both other students, and the instructors who are on the forums regularly. Go on to build several games including a tank game, and a First Person Shooter.
You will have access to a course forum where you can discuss topics on a course-wide basis, or down to the individual video. Our thriving discussion forum will help you learn and share ideas with other students.
You will learn C++, the powerful industry-standard language from scratch. By the end of the course, you'll be very confident in the basics of coding and game development, and hungry to learn more.
"Any serious game programmer needs to know C++"Jason Gregory, Lead Programmer at Naughty Dog (creators of Uncharted & The Last of Us)
Anyone who wants to learn to create games: Unreal Engine is a fantastic platform which enables you to make AAA-quality games. Furthermore, these games can be created for Windows, consoles, macOS, iOS, Android and Web from a single source!
If you're a complete beginner, we'll teach you all the coding and game design principles you'll need. If you're an artist, we'll teach you to bring your assets to life. If you're a coder, we'll teach you game design principles.
What this course DOESN'T cover...
Whereas this course is already huge, we can't possibly cover everything in that time. Here are some things we will not be covering...
Team collaboration topics.
Editor plugins or modifications.
Physics engine modification.
Multiplayer features.
Requirements:
- 64-bit PC capable of running Unreal 4 (recommended).
- Or a Mac running MacOS 10.14 Mojave or higher
- About 15GB of free disc space.
Who this course is for:
- Competent and confident with using a computer.
- Artists who want to bring their assets alive in a game engine.
- Developers who want to re-skill across to coding.
- Complete beginners who are willing to work hard.
- Existing programmers who want to re-skill to game development.
What you'll learn:
- C++, the games industry standard language.
- How to use the Unreal Engine 4 Editor.
- Git as a version control and backup system.
- Object Oriented Programming and how to put it into practice.
- Sound effects and audio to add depth to your games.
- Game design principles.
- Programming patterns and best practices.
- Unreal's Terrain Editor to create epic landscapes.
- Artificial Intelligence behaviour programming for enemies.
- Strong and transferable problem solving skills.
- Modern game development technologies and techniques.
- A fundamental understanding of computers.
- Write code that is clean and to understand.
- Unreal Gameplay Framework to make games easily.
- Advanced vehicle physics.
- Blackboard and Behaviour Tree for customizable AI.
- Animation Blueprint for custom character animation.
- C++ template programming to reduce repetition.
- Vector maths for game play and physics calculations.
Watch Online Unreal Engine C++ Developer: Learn C++ and Make Video Games
# | Title | Duration |
---|---|---|
1 | Welcome To The Course | 02:40 |
2 | Installing Unreal Engine | 07:14 |
3 | Community & Support | 01:33 |
4 | Navigating The Viewport | 06:37 |
5 | Moving & Placing Actors | 05:28 |
6 | C++ versus Blueprint | 04:30 |
7 | Helping Us To Help You | 06:22 |
8 | Section Intro - Warehouse Wreckage | 01:41 |
9 | Project Setup | 04:17 |
10 | Blueprint Event Graph | 05:31 |
11 | Physics Simulation | 04:37 |
12 | Objects and References | 09:44 |
13 | Adding an Impulse | 08:19 |
14 | Blueprint Classes and Instances | 07:46 |
15 | Spawning Actors | 06:21 |
16 | Data Types | 06:27 |
17 | Pawns and Actor Location | 08:37 |
18 | Control Rotation | 04:51 |
19 | Vector Addition & Multiplication | 06:55 |
20 | Get Forward Vector | 06:14 |
21 | Importing Assets | 09:43 |
22 | Geometry Brushes (BSP) | 08:53 |
23 | Materials and Lighting | 05:51 |
24 | Actor Components | 06:09 |
25 | Collision Meshes | 09:05 |
26 | Variables | 07:48 |
27 | Booleans and Branches | 05:46 |
28 | Functions | 09:12 |
29 | Return Types | 06:49 |
30 | Pure Functions | 06:09 |
31 | Member Functions | 08:34 |
32 | Loading Levels & Delay Nodes | 04:43 |
33 | Wrap-up and Recap | 01:50 |
34 | Section Intro - Obstacle Assault | 03:09 |
35 | Project Setup | 06:22 |
36 | Customizing The Character | 06:26 |
37 | Compilers and Editors | 05:36 |
38 | PC - Installing Visual Studio | 05:51 |
39 | Mac - Installing XCode | 04:28 |
40 | Installing VSCode | 04:17 |
41 | Compiling a C++ Project | 08:42 |
42 | UPROPERTY Variables | 10:39 |
43 | Live Coding Issues | 03:21 |
44 | C++ Files & BeginPlay | 08:01 |
45 | Using Structs In C++ | 08:37 |
46 | Calling Functions in C++ | 06:15 |
47 | Tick | 06:07 |
48 | Local Variables | 06:59 |
49 | Pseudo Code | 04:08 |
50 | Function Return Values | 08:46 |
51 | Velocity & DeltaTime | 07:48 |
52 | Scope Resolution Operator | 08:35 |
53 | If Statements | 07:34 |
54 | Using Member Functions | 06:07 |
55 | Blueprint Child Classes | 09:08 |
56 | Forcing Character Collisions | 11:36 |
57 | GameMode | 06:26 |
58 | Writing To The Output Log | 09:58 |
59 | FString | 07:58 |
60 | Member Functions | 13:26 |
61 | Return Statements | 09:06 |
62 | Const Member Functions | 05:36 |
63 | FRotator | 08:52 |
64 | Level Design & Polish | 09:48 |
65 | Obstacle Assault: Wrap-Up | 02:21 |
66 | Section Intro - Crypt Raider | 04:34 |
67 | Project Setup | 06:24 |
68 | Modular Level Design | 09:57 |
69 | Modular Level Layout | 12:31 |
70 | Solution: Modular Level Layout | 14:25 |
71 | Light Types | 08:39 |
72 | Lumen & Light Bleed | 11:57 |
73 | Level Lighting | 09:14 |
74 | Character Blueprint | 06:25 |
75 | Inheritance vs Composition | 04:51 |
76 | C++ Actor Component | 04:37 |
77 | Pointer Types & GetOwner() | 08:45 |
78 | Dereferencing & Arrow (->) Operator | 07:31 |
79 | Linkers, Headers and Includes | 07:52 |
80 | FMath::VInterpConstantTo | 13:06 |
81 | Scene Components | 09:20 |
82 | Line Tracing & Sweeping | 06:31 |
83 | GetWorld() | 08:13 |
84 | DrawDebugLine() | 08:16 |
85 | References vs Pointers | 08:38 |
86 | Const References & Out Parameters | 09:33 |
87 | Geometry Sweeping | 10:11 |
88 | Input Action Mappings | 06:01 |
89 | Blueprint Callable | 06:46 |
90 | FindComponentByClass() & nullptr | 09:12 |
91 | DrawDebugSphere() | 07:30 |
92 | Grabbing With Physics Handle | 11:54 |
93 | Waking Physics Objects | 07:57 |
94 | Returning Out Parameters | 06:09 |
95 | Overlap Events | 14:38 |
96 | Constructors | 08:51 |
97 | TArray | 08:14 |
98 | While & For Loops | 08:56 |
99 | Range Based For Loops | 02:38 |
100 | Actor Tags | 05:24 |
101 | Early Returns | 05:45 |
102 | Dependency Injection | 08:55 |
103 | Casting & Actor Attachment | 05:53 |
104 | Adding and Removing Tags | 06:21 |
105 | Boolean Logical Operators | 08:01 |
106 | Level Polish | 13:06 |
107 | Crypt Raider: Wrap-Up | 02:08 |
108 | Differences Between UE5 and UE4 | 04:19 |
109 | Project Intro | 06:53 |
110 | Pawn Class Creation | 08:13 |
111 | Creating Components | 10:54 |
112 | Forward Declarations & Capsule Component | 12:13 |
113 | Forward Declaration & Constructing The Capsule | 06:18 |
114 | Static Mesh Components | 06:16 |
115 | Deriving Blueprint Classes | 05:21 |
116 | Instance vs Default | 08:38 |
117 | Editing Exposed Variables | 14:57 |
118 | Exposing The Components | 11:38 |
119 | Creating Child C++ Classes | 12:09 |
120 | Possessing The Pawn | 04:08 |
121 | Handling Input | 14:05 |
122 | Local Offset | 13:20 |
123 | Movement Speed | 14:13 |
124 | Local Rotation | 17:58 |
125 | Casting | 11:17 |
126 | Using the Mouse Cursor | 16:47 |
127 | Rotating the Turret | 11:00 |
128 | The Tower Class | 12:46 |
129 | Fire | 08:35 |
130 | Timers | 13:40 |
131 | The Projectile Class | 05:59 |
132 | Spawning The Projectile | 11:31 |
133 | Projectile Movement Component | 08:48 |
134 | Hit Events | 14:29 |
135 | Health Component | 14:37 |
136 | Applying Damage | 14:41 |
137 | The Game Mode Class | 07:36 |
138 | Handling Pawn Death | 20:49 |
139 | Custom Player Controller | 11:21 |
140 | Starting The Game | 10:20 |
141 | The Start Game Widget | 12:08 |
142 | Countdown Timer | 14:11 |
143 | Displaying Countdown Time | 10:54 |
144 | Winning And Losing | 14:13 |
145 | Game Over HUD | 08:44 |
146 | Hit Particles | 10:06 |
147 | Smoke Trail | 06:37 |
148 | Death Particles | 06:40 |
149 | Sounds | 10:47 |
150 | Displaying A Lose Screen | 16:20 |
151 | Polish And Wrap-Up | 12:48 |
152 | Section Intro: Simple Shooter | 02:03 |
153 | Project Setup | 09:56 |
154 | Pawns vs Characters in C++ | 12:34 |
155 | Character Movement Functions | 18:12 |
156 | Controller Aiming | 13:31 |
157 | Third Person Camera Spring Arm | 08:58 |
158 | Skeletal Animations 101 | 08:21 |
159 | Editing Collision Meshes | 05:10 |
160 | Animation Blueprints 101 | 13:17 |
161 | 2D Blend Spaces | 10:40 |
162 | Connecting Animation To Gameplay | 09:00 |
163 | Inverse Transforming Vectors | 09:40 |
164 | Calculating Animation Speeds | 11:55 |
165 | Gun Actors | 11:35 |
166 | Spawning Actors At Runtime | 06:38 |
167 | Attaching To Meshes Via Sockets | 10:21 |
168 | Shooting Architecture | 06:15 |
169 | Spawning Particle Effects | 08:15 |
170 | Player View Point | 10:53 |
171 | Line Tracing By Channel | 12:41 |
172 | Impact Effects | 04:38 |
173 | Dealing Damage To Actors | 08:05 |
174 | Virtual Methods In C++ | 10:17 |
175 | Overriding TakeDamage | 09:08 |
176 | Blending Animations By Booleans | 04:43 |
177 | Blueprint Pure Nodes | 06:29 |
178 | Create and Setup an AI controller | 04:01 |
179 | AI Aiming | 06:14 |
180 | Nav Mesh And AI Movement | 10:49 |
181 | Checking AI Line Of Sight | 07:40 |
182 | BehaviorTrees And Blackboards | 08:07 |
183 | Setting Blackboard Keys In C++ | 05:55 |
184 | Behavior Tree Tasks And Sequences | 08:25 |
185 | BT Decorators And Selectors | 12:14 |
186 | Custom BTTasks In C++ | 07:54 |
187 | Executing BTTasks | 10:32 |
188 | BTTasks That Use The Pawn | 10:49 |
189 | BTServices In C++ | 15:06 |
190 | Ignoring Actors In Line Traces | 06:05 |
191 | Ending The Game | 10:17 |
192 | Setting Timers In C++ | 10:52 |
193 | Displaying A Lose Screen | 11:33 |
194 | Iterating Over Actors | 10:26 |
195 | Calculating The Win Condition | 12:21 |
196 | Refactoring PullTrigger | 07:54 |
197 | Weapon Sound Effects | 06:37 |
198 | Randomized Sound Cues | 08:36 |
199 | Sound Spatialization | 06:46 |
200 | Crosshairs and HUDs | 07:43 |
201 | Health Bars | 07:51 |
202 | AimOffsets | 12:06 |
203 | Animation State Machines | 10:04 |
204 | Complex State Machines | 13:02 |
205 | Wrap-up And Challenges | 08:50 |