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Unreal Engine 5 - Gameplay Ability System - Top Down Rpg

Unreal Engine 5 - Gameplay Ability System - Top Down Rpg



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Unreal Engine 5 - Gameplay Ability System - Top Down Rpg
Published 9/2023
MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz
Language: English | Size: 53.11 GB | Duration: 74h 36m

Create a multiplayer RPG with Unreal Engine's Gameplay Ability System (GAS)!

What you'll learn

Unreal Engine's Gameplay Ability System

Multiplayer Gameplay Mechanics

Creation of a full RPG with Combat, Experience and Level Ups, Enemies, Spells, Menus, Game Saving, and much more

SOLID coding principles and AAA quality code architecture

How to determine which code goes in Blueprints and which code goes in C++ for optimal performance in a shipped game

Scalable, modular, maintainable, and expandable code that can serve as the foundation for any serious game

All core features of the Gameplay Ability System

Code debugging tools and practices

Requirements

Knowledge of the C++ Programming Language

Fundamentals of Unreal Engine C++ - have at least created one Unreal Engine C++ project

Description

This is the most comprehensive Unreal Engine course available. If you want to learn how to architect a fully-functional RPG game, this course will give you the ability to do so with an expandable code base, architected with AAA quality code. If you've ever wondered where to draw the line between C++ and Blueprints, this is the course for you. If you've ever wanted to create an RPG complete with a stats system, abilities, leveling up, spells, attributes, menus, all while keeping your code base clean and following best practices, this is the course for you. If you want to step up your Unreal Engine development capabilities and better understand the inner workings of the engine, this course is for you. If you have plans to make your own serious game with interconnecting systems, involving attributes, abilities, level ups, enemies and AI, and coded for multiplayer, this is the course for you!In this course, we will create a top-down RPG style game, filled with systems architected using Unreal Engine's built-in Gameplay Ability System (GAS). This is where you will learn how to architect a shipped game, and code it expertly so it can be easily expanded, upgraded, and maintained. We follow SOLID coding principles, and balance the Blueprint/C++ ratio in a way that AAA shipped games do, such as Fortnite. My experience with AAA shipped game code, as well as consultations with industry veteran developers has allowed me to reveal to you the way a real shipped game's code base looks like. If you've ever wondered how much of a game can be kept in Blueprint versus C++, look no further. This course is the answer.The assets in this game project were made specifically for this course, and will be provided in an asset pack. This includes:Characters, including Aura, the main character, as well as enemy characters including Goblin Warriors, Goblin Rangers, a Goblin Shaman, Red and Black Demons, the Ghoul, and a Shroom.A modular dungeon pack that can be pieced together to make basic dungeonsA waypoint shrine and obelisksParticle Niagara System Effects, including explosions, level up effects, slingshot rocks, hit impacts, electricity beams, fireballs, fire bolts, flames, stars for stun effects, and more!Sound effects for enemies, footsteps, spells, and more!Textures for the HUD, including high-quality buttons, frames, dynamically-animated spell globes, progress bars, XP bar, and more!Full animation sets for Aura and all enemiesMuch more!In this course, we will be covering the following topics:Setting up a Top-Down Project from scratchEnemy and item selection with outline effectsProper use of OOP and inheritance to create a character class hierarchyIntro to the Gameplay Ability System and the core classes that comprise itCustom Gameplay Ability System Components and Attribute Sets, and how to replicate AttributesAll important settings for all GAS classes and componentsHow to use Attributes for player stats, including Primary Attributes:Strength (increases physical damage)Intelligence (increases magical damage)Resilience (increases Armor and Armor Penetration)Vigor (increases Max Health)Secondary Attributes, based off of primary attributes and other custom variables:Armor (reduces damage taken, improves Block Chance)Armor Penetration (ignores percentage of enemy Armor, increases Critical Hit Chance)Block Chance (change to cut incoming damage in half)Critical Hit Chance (chance to double damage plus critical hit bonus)Critical Hit Damage (bonus damage added when a critical hit is scored)Critical Hit Resistance (reduces critical hit chance of attacking enemies)Health Regeneration (amount of Health restored every 1 second)Mana Regeneration (amount of Mana restored every 1 second)Max Health (maximum amount of Health obtainable)Max Mana (maximum amount of Mana obtainable)Vital Attributes - things like Health and Mana, which are dependent on all the other attributesGameplay Effects - classes in the GAS system used to apply changes to attributesGameplay Tags - an essential part of GAS, which allows us to identify qualities, attributes, abilities, character classes, and any other thing we can imagineGame UI - how to handle complex UI in an RPG game efficiently, in an organized, modular, and scalable manner. We cover different UI paradigms, from MVC (Model View Controller) and MVVM (Model View ViewModel, using Unreal Engine's new ViewModel feature)Full Attribute and Spell Menus, with upgrade abilities, spell trees, locked spell levels, spell upgrades by ability level, and moreAttributes - how to use Gameplay Attributes to represent player stats, and incorporate them into the gameplay mechanics by creating an Effect Application pipeline, allowing for calculations and results caused by phenomena in the game, such as combat damageGameplay Abilities - the heart of GAS. We create all manner of types of gameplay abilities to handle the casting of spells, handling important capabilities of the player character and enemy AI, and how to configure different abilities to suit your needs. Different RPG Classes - we implement different character RPG classes including the Ranger, Warrior, and Elementalist, and do so in an easily-scalable manner so you can have any number of character class types in your gameDamage and Combat - we implement a full RPG style combat system with different damage types, damage resistances, and debuffs corresponding to damage types, and encode these calculations into our damage pipeline. All attributes, damage types, resistances and debuffs are functional in this game. All combat mechanics are displayed in some form of visual feedback to the player. This includes floating text for damage, changing color based on custom criteria, floating text to inform of critical hits, blocked hits, and critical blocked hits. We also implement knockback and stun mechanics in response to lightning damage, incapacitating the character/enemy, as well as fire debuffs, where characters are set ablaze and take fire damage while burning.Enemy AI - We implement the enemy behavior using Unreal Engine Behavior Trees and the Environment Query system (EQS) to provide customized behavior for the Ranged, Warrior, and Elementalist enemy types. Enemies can cast spells and summon AI minionsFading geometry when it gets in the way of the camera for a top-down gameAbility Cost and Cooldown (spells spend Attribute resources - in this game, spells cost Mana)Fully functional HUD with Equipped Spells, displaying spell cooldown timers, and experience (XP)The ability to assign Abilities to different inputs in the spell menu (assign FireBolt to the 1 key and Electrocute to the Left Mouse Button, swap them back, etc.)Experience and Level-Up System - We craft an experience system, awarding XP for eliminating enemies, and leveling up when reaching XP thresholds for various abilities. XP and Level are displayed in the HUD, and Level Up messages and effects are as well. Leveling up is associated with gaining Attribute Points and Spell Points, which can be used to upgrade Attributes and Spell abilities in the Attribute and Spell Menus respectively, as well as topping off Health and Mana upon Leveling Up. (Basically, you will see enough examples of how to use this system that you'll be able to expand it with any functionality you want for your own games)Passive Spells - Spells that you can equip which remain active while they are equipped.A variety of Offensive Spells, showcasing different examples and features of GAS, including FireBolt, Electrocute, Arcane Shards, and FireBlast.Saving Progress and Level TransitionsIntermediate/Advanced Unreal Engine topics, including custom Async Tasks, Ability Tasks, Blueprint Function Libraries, Asset Managers, Singletons (and why these are only good for a VERY select few cases), custom Gameplay Effect Contexts, Net Serialization, Struct Ops Type Traits, C++ Lambdas, game mechanics algorithms, and oh, so much more.How to choose which functionality should go into C++ versus Blueprint - This is one of the most valuable lessons, and is taught all throughout the course. Students often ask me "which functionality should go in C++ versus in Blueprint?" This course is my answer. This is a serious-scale project foundation with over 100 hours of video, and no filler. The project is architected with approximately 50% Blueprints and 50% C++. I show you which functionality should be on the C++ side, which functionality is more appropriate for Blueprints, and why. SOLID Coding Principles and code architecture - We keep our code base clean in this project. Another question I often get is "Is this BEST CODING PRACTICE???" This course is my answer to this question. This is an example of code you would see in a AAA game, shipped to millions of players. Maintaining clean and modular code is essential to a serious game project that needs to be scalable, expandable, modular, maintainable, testable, performant, and efficient. This course will show you how.This is not a beginner course. I expect you to already understand the C++ programming language and have at least created one Unreal Engine C++ project. I recommend that you take the following courses before this one, if you haven't already:Learn C++ for Game Development, by Stephen UlibarriUnreal Engine 5 C++ The Ultimate Game Developer Course, by Stephen UlibarriOR already have equivalent knowledge, whether you obtained it through self-study or other resources/tutorials. If you already have game development experience and feel like you can handle it, feel free to jump in! If the C++ code seems too over your head, take a look at the above two courses, as they teach you everything you need to know to have a smooth and fun experience in this course. Everything that isn't covered in these two courses will be explained in depth, and I'm assuming you know nothing about GAS or the advanced topics we cover in this course.This course is my best course yet, and I'm very proud to bring you the Unreal Engine 5 - Gameplay Ability System - Top Down RPG course, the result of nearly a year of painstaking development, research, consultation with professionals, and asset creation. After taking this course, you will understand Unreal Engine far better than the average developer, and you'll be empowered to create your own well-architected projects, large and small, and you'll bring value to your team, your company, your solo venture, and anyone/anything else you grace with your skillset.Join the course, join the awesome Druid Mechanics Discord Community, and invest in the biggest leap of your game development career.Stephen Ulibarri, founder of the Druid Mechanics Game Developer Community

Overview

Section 1: Introduction

Lecture 1 Introduction

Section 2: Project Creation

Lecture 2 Project Creation

Lecture 3 Setting up Version Control

Lecture 4 The Base Character Class

Lecture 5 Player and Enemy Characters

Lecture 6 Character Blueprint Setup

Lecture 7 Animation Blueprints

Lecture 8 Enhanced Input

Lecture 9 Aura Player Controller

Lecture 10 Movement Input

Lecture 11 Game Mode

Lecture 12 Enemy Interface

Lecture 13 Highlight Enemies

Lecture 14 Post Process Highlight

Section 3: Intro to the Gameplay Ability System

Lecture 15 The Gameplay Ability System

Lecture 16 The Main Parts of GAS

Lecture 17 The Player State

Lecture 18 Ability System Component and Attribute Set

Lecture 19 GAS in Multiplayer

Lecture 20 Constructing the ASC and AS

Lecture 21 Replication Mode

Lecture 22 Init Ability Actor Info

Section 4: Attributes

Lecture 23 Attributes

Lecture 24 Health and Mana

Lecture 25 Attribute Accessors

Lecture 26 Effect Actor

Section 5: RPG Game UI

Lecture 27 Game UI Architecture

Lecture 28 Aura User Widget and Widget Controller

Lecture 29 Globe Progress Bar

Lecture 30 Health Globe

Lecture 31 Aura HUD

Lecture 32 Overlay Widget Controller

Lecture 33 Broadcasting Initial Values

Lecture 34 Listening for Attribute Changes

Lecture 35 Callbacks for Mana Changes

Section 6: Gameplay Effects

Lecture 36 Gameplay Effects

Lecture 37 Effect Actor Improved

Lecture 38 Instant Gameplay Effects

Lecture 39 Duration Gameplay Effects

Lecture 40 Periodic Gameplay Effects

Lecture 41 Effect Stacking

Lecture 42 Infinite Gameplay Effects

Lecture 43 Instant and Duration Application Policy

Lecture 44 Infinite Effect Application and Removal

Lecture 45 PreAttributeChange

Lecture 46 PostGameplayEffectExecute

Lecture 47 Curve Tables for Scalable Floats

Section 7: Gameplay Tags

Lecture 48 Gameplay Tags

Lecture 49 Creating Gameplay Tags in the Editor

Lecture 50 Creating Gameplay Tags from Data Tables

Lecture 51 Apply Gameplay Tags with Effects

Lecture 52 Gameplay Effect Delegates

Lecture 53 Get All Asset Tags

Lecture 54 Broadcasting Effect Asset Tags

Lecture 55 UI Widget Data Table

Lecture 56 Retrieving Rows from Data Tables

Lecture 57 Broadcasting Data Table Rows

Lecture 58 Message Widget

Lecture 59 Animating the Message Widget

Lecture 60 Replacing Callbacks with Lambdas

Lecture 61 Ghost Globe

Lecture 62 Properly Clamping Attributes

Section 8: RPG Attributes

Lecture 63 Initialize Attributes from a Data Table

Lecture 64 Initialize Attributes with Gameplay Effects

Lecture 65 Attribute Based Modifiers

Lecture 66 Modifier Order of Operations

Lecture 67 Modifier Coefficients

Lecture 68 Secondary Attributes

Lecture 69 Derived Attributes

Lecture 70 Custom Calculations

Lecture 71 Player Level and Combat Interface

Lecture 72 Modifier Magnitude Calculations

Lecture 73 Initializing Vital Attributes

Section 9: Attribute Menu

Lecture 74 Attribute Menu - Game Plan

Lecture 75 Attribute Menu - Framed Value

Lecture 76 Attribute Menu - Text Value Row

Lecture 77 Attribute Menu - Text Value Button Row

Lecture 78 Attribute Menu - Construction

Lecture 79 Button Widget

Lecture 80 Wide Button Widget

Lecture 81 Opening the Attribute Menu

Lecture 82 Closing the Attribute Menu

Lecture 83 Plan for Displaying Attribute Data

Lecture 84 Gameplay Tags Singleton

Lecture 85 Aura Asset Manager

Lecture 86 Native Gameplay Tags

Lecture 87 Attribute Info Data Asset

Lecture 88 Attribute Menu Widget Controller

Lecture 89 Aura Ability System Blueprint Library

Lecture 90 Constructing the Attribute Menu Widget Controller

Lecture 91 Attribute Info Delegate

Lecture 92 Widget Attribute Tags

Lecture 93 Mapping Tags to Attributes

Lecture 94 Responding to Attribute Changes

Section 10: Gameplay Abilities

Lecture 95 Gameplay Abilities

Lecture 96 Granting Abilities

Lecture 97 Settings on Gameplay Abilities

Lecture 98 Input Config Data Asset

Lecture 99 Aura Input Component

Lecture 100 Callbacks for Ability Input

Lecture 101 Activating Abilities

Lecture 102 Click To Move

Lecture 103 Setting Up Click to Move

Lecture 104 Setting Up Auto Running

Lecture 105 Implementing Auto Running

Lecture 106 Code Clean Up

Lecture 107 Aura Projectile

Lecture 108 Aura Projectile Spell

Lecture 109 Spawning Projectiles

Section 11: Ability Tasks

Lecture 110 Ability Tasks

Lecture 111 Sending Gameplay Events

Lecture 112 Spawn FireBolt from Event

Lecture 113 Custom Ability Tasks

Lecture
  • Добавлено: 23/02/2025
  • Автор: 0dayhome
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