Unreal Engine C++ Developer: Learn C++ and Make Video Games

29h 35m 29s
English
Paid

Course description

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.

Read more about the course

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.

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#1: Welcome To The Course

All Course Lessons (205)

#Lesson TitleDurationAccess
1
Welcome To The Course Demo
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

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