Unreal Engine C++ The Ultimate Game Developer Course
In this series, you will learn Unreal Engine C++ programming from the basics all the way up to packaging a complete video game. You will learn all of the following and more:
Object, Actor, Pawn and Character creation, and the differences between these classes
Coding a complete character class, complete with animations and user input
Finding a nearly endless selection of free assets and how to download and use them for your game
Enemy movement and behavior
Combat with melee weapons
Picking up and equipping items
Damage, Hit Points and Death
HUD elements including Health and Stamina Bars as well as Icons
How to create menus, including a Pause menu
Saving and Loading game data even after turning off the computer or exiting the game
Switching levels in game
Floating platforms using interpolation
Timers for delays in game logic
Trigger volumes, pressure switches, and doors
Bombs, explosives and hazards
Logging and drawing spheres for debug purposes
Using C++ concepts applied to game development
Much much more!
This is a C++ course and some basic knowledge of the C++ (or a similar language) is needed. If you don't have the basics of C++ down, my first course teaches everything you need to know for this course.
- Basic understanding of C++ or a similar language (C#, Python, Java, etc.)
- No experience in Unreal Engine needed.
- Memory space on computer for Unreal Engine, Visual Studio or XCode, and game assets (meshes, animations, etc.)
- Aspiring game developers.
- Those wanting to enter the games industry as a game programmer.
- Indie game developers who want to create their own games.
- Anyone who wants a COMPLETE game in their portfolio!
What you'll learn:
- How to program in Unreal Engine with C++.
- How to create a complete UE4 game from start to finish.
- Those with no experience in Unreal Engine will master Unreal.
- Combat, adventure game mechanics, platforms, game saving/loading and menu design.
- Those already experienced in game development will further expand their skills.
- Those who already develop in another engine such as Unity will master Unreal.
About the Author: Udemy
Udemy is the largest open marketplace for online courses on the internet. Founded in 2010 by Eren Bali, Oktay Caglar, and Gagan Biyani and headquartered in San Francisco, the company went public on the Nasdaq in 2021 under the ticker UDMY. The platform hosts well over two hundred thousand courses across software development, IT and cloud, data science, design, business, marketing, and creative skills, taught by tens of thousands of independent instructors. Roughly seventy million learners use it worldwide, and the corporate arm — Udemy Business — supplies a curated subset of that catalog to enterprise customers.
Because Udemy is a marketplace rather than a single editorial publisher, the catalog is uneven by design. The strongest material lives in the long-form, project-based courses authored by working engineers — full-stack JavaScript, React, Node.js, Python data science, AWS, Docker and Kubernetes, mobile development with Flutter and React Native, and cloud certification preparation. The CourseFlix listing under this source is the slice of that catalog that has been mirrored here for offline-friendly viewing, organized by topic and updated as new releases land. Pricing on Udemy itself swings dramatically with the site's near-permanent sales, which is why the platform is best treated as a deep reference catalog: pick instructors with strong reviews and a track record of updating their material rather than buying on the headline price alone.
Watch Online 100 lessons
| # | Lesson Title | Duration | Access |
|---|---|---|---|
| 1 | Introduction Demo | 03:58 | |
| 2 | Installing Unreal Engine and the Unreal Community | 09:00 | |
| 3 | The Viewport | 08:09 | |
| 4 | Editor Overview | 09:53 | |
| 5 | The Level Blueprint | 09:28 | |
| 6 | Creating Blueprints | 10:14 | |
| 7 | C++ Refresher and UE4 Hierarchy | 11:45 | |
| 8 | Class Creation in Unreal Engine | 09:39 | |
| 9 | Reflection and Garbage Collection | 03:31 | |
| 10 | Creating a UObject | 11:19 | |
| 11 | Using UObject in Blueprints | 11:45 | |
| 12 | Actors and Actor Components | 21:49 | |
| 13 | Position Vectors | 19:06 | |
| 14 | The FVector | 09:52 | |
| 15 | FVector (continued) | 21:16 | |
| 16 | FVector (continued) | 12:54 | |
| 17 | Intro to Collision | 11:48 | |
| 18 | Collision (continued) | 16:18 | |
| 19 | Sweeping | 18:56 | |
| 20 | Local vs World Offset | 17:19 | |
| 21 | Force and Torque | 14:51 | |
| 22 | Random Numbers | 16:47 | |
| 23 | The Sine Function | 23:30 | |
| 24 | Deleting Classes | 07:12 | |
| 25 | The Pawn Class | 20:14 | |
| 26 | Pawn Movement Input | 22:36 | |
| 27 | Pawn Movement Input (continued) | 29:54 | |
| 28 | Pawn Movement Input (continued) | 19:31 | |
| 29 | Pawn Movement Component | 25:35 | |
| 30 | Pawn Movement Component (continued) | 10:18 | |
| 31 | Pawn Camera Rotation | 14:06 | |
| 32 | Environment Assets | 10:57 | |
| 33 | Character Assets | 16:25 | |
| 34 | Character Assets (continued) | 19:18 | |
| 35 | The Character Class | 20:55 | |
| 36 | The Character Class (continued) | 19:56 | |
| 37 | The Character Class (continued) | 28:02 | |
| 38 | The Character Class (continued) | 23:54 | |
| 39 | The Animation Blueprint | 24:27 | |
| 40 | The Animation Blueprint (continued) | 12:26 | |
| 41 | The Animation Blueprint (continued) | 12:46 | |
| 42 | Floor Switch | 45:42 | |
| 43 | Floor Switch (continued) | 35:47 | |
| 44 | Floor Switch (continued) | 27:27 | |
| 45 | Spawn Volume | 31:07 | |
| 46 | Spawn Volume (continued) | 19:44 | |
| 47 | Floating Platform | 47:37 | |
| 48 | Pickups | 31:49 | |
| 49 | Pickups (continued) | 30:37 | |
| 50 | Pickups (continued) | 10:42 | |
| 51 | HUD (Heads Up Display) | 26:49 | |
| 52 | HUD (continued) | 09:13 | |
| 53 | HUD (continued) | 22:26 | |
| 54 | HUD (continued) | 13:10 | |
| 55 | HUD (continued) | 13:42 | |
| 56 | HUD (continued) | 33:42 | |
| 57 | HUD (continued) | 45:25 | |
| 58 | Arrays and Debug Spheres | 22:28 | |
| 59 | Attaching to Sockets | 29:58 | |
| 60 | Weapon Equipping | 22:06 | |
| 61 | Weapon Equipping (continued) | 17:24 | |
| 62 | Switching Blendspaces | 19:50 | |
| 63 | Anim Montages (Attack!) | 18:05 | |
| 64 | Anim Montages (continued) | 10:29 | |
| 65 | Anim Montages (continued) | 05:16 | |
| 66 | Enemy Combat | 26:31 | |
| 67 | Enemy Combat (continued) | 34:51 | |
| 68 | Enemy Combat (continued) | 11:48 | |
| 69 | Enemy Combat (continued) | 20:45 | |
| 70 | Console Controller Input | 13:50 | |
| 71 | Combat Mechanics | 22:55 | |
| 72 | Combat Mechanics (continued) | 20:59 | |
| 73 | Combat Mechanics (continued) | 16:58 | |
| 74 | Combat Mechanics (continued) | 44:24 | |
| 75 | Interpolating to the Enemy | 18:09 | |
| 76 | Enemy Attack Delay | 08:00 | |
| 77 | Damage and Death | 37:42 | |
| 78 | Enemy Health Bar | 39:19 | |
| 79 | Fine Tuning Character Death | 14:35 | |
| 80 | Fine Tuning Character Death (continued) | 05:13 | |
| 81 | Refining Pickups | 07:51 | |
| 82 | Refining Sprinting | 08:38 | |
| 83 | Extending the Enemy Class | 22:39 | |
| 84 | Extending the Enemy Class (continued) | 33:59 | |
| 85 | Refining Gameplay | 36:59 | |
| 86 | Refining Gameplay (continued) | 17:46 | |
| 87 | Weapon Trails | 13:06 | |
| 88 | Spawn Volume Improved | 28:50 | |
| 89 | Changing Levels in Game | 21:03 | |
| 90 | Saving the Game | 39:25 | |
| 91 | Saving the Weapon | 50:00 | |
| 92 | Pause Menu | 19:44 | |
| 93 | Pause Menu (continued) | 18:50 | |
| 94 | Pause Menu (continued) | 10:41 | |
| 95 | Pause Menu (continued) | 12:51 | |
| 96 | Pause Menu (continued) | 11:53 | |
| 97 | Pause Menu (continued) | 19:17 | |
| 98 | Finishing Up | 24:18 | |
| 99 | Removing All Unused Assets | 46:22 | |
| 100 | Packaging the Game | 07:10 |
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