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Udemy The Unreal Engine Developer Course Learn Cplusplus and Make Games €25 buy download

2017
Udemy
48:02:18
English

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, the free-to-use game development platform used by AAA studios and indie developers worldwide.
We start super simple so you need no prior experience of Unreal or coding! With our online tutorials, you'll be amazed what you can achieve.
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.

├── 01 Introduction and Setup
│ ├── 001 Promo Video.mp4
│ ├── 002 Welcome to the Course.mp4
│ ├── 003 Setup Visual Studio or XCode.mp4
│ ├── 004 Unreal Development Environment.mp4
│ ├── 005 Intro to Visual Studio 2015 on PC.mp4
│ ├── 006 Intro to Xcode on MacOS.mp4
│ ├── 007 How to Ask Good Questions.mp4
│ ├── 008 A Quick Tour of Unreal Editor.mp4
│ ├── 009 A Note On Unreal Version.html
│ ├── 010 Section 1 Wrap-Up.mp4
│ ├── 011 Intro Notes Section 2 Assets.mp4
│ ├── attached_files
│ │ ├── 002 Welcome to the Course
│ │ │ └── Unreal-IS02-Intro-Notes-Assets.pdf
│ │ └── 011 Intro Notes Section 2 Assets
│ │ └── UnrealCourse.com-Section-2-Slides-v.9.pdf
│ ├── captions
│ │ ├── 002 Welcome to the Course-EN.srt
│ │ ├── 002 Welcome to the Course-ES.srt
│ │ ├── 003 Setup Visual Studio or XCode-EN.srt
│ │ ├── 004 Unreal Development Environment-EN.srt
│ │ ├── 004 Unreal Development Environment-ES.srt
│ │ ├── 005 Intro to Visual Studio 2015 on PC-EN.srt
│ │ ├── 005 Intro to Visual Studio 2015 on PC-ES.srt
│ │ ├── 006 Intro to Xcode on MacOS-EN.srt
│ │ ├── 007 How to Ask Good Questions-EN.srt
│ │ ├── 008 A Quick Tour of Unreal Editor-EN.srt
│ │ ├── 010 Section 1 Wrap-Up-EN.srt
│ │ └── 011 Intro Notes Section 2 Assets-EN.srt
│ └── quizzes
│ └── 001 Section End QUIZ.html
├── 02 Bulls Cows Word Console Game - Your First C
│ ├── 012 S02 Game Design Document GDD.mp4
│ ├── 013 How Solutions Projects Relate.mp4
│ ├── 014 C Function Syntax.mp4
│ ├── 015 Using include and Namespaces.mp4
│ ├── 016 Magic Numbers and Constants.mp4
│ ├── 017 Variables and cin for Input.mp4
│ ├── 018 Using getline.mp4
│ ├── 019 Simplifying With Functions.mp4
│ ├── 020 Iterating With For While Loops.mp4
│ ├── 021 Clarity is Worth Fighting For.mp4
│ ├── 022 Booleans and comparisons.mp4
│ ├── 023 Using do and while in C.mp4
│ ├── 024 Introducing Classes.mp4
│ ├── 025 Using Header Files as Contracts.mp4
│ ├── 026 Including Our Own Header File.mp4
│ ├── 027 Instantiating Your Class.mp4
│ ├── 028 Writing Using Getter Methods.mp4
│ ├── 029 Introducing the Const Keyword.mp4
│ ├── 030 Constructors For Initialisation.mp4
│ ├── 031 Pseudocode Programming.mp4
│ ├── 032 Using using for Type Aliases.mp4
│ ├── 033 Using struct for Simple Types.mp4
│ ├── 034 Using if Statements in C.mp4
│ ├── 035 Debugging 101.mp4
│ ├── 036 A Place for Everything.mp4
│ ├── 037 Introducing enumerations.mp4
│ ├── 038 Writing Error Checking Code.mp4
│ ├── 039 Using switch Statements.mp4
│ ├── 040 Warm Fuzzy Feelings.mp4
│ ├── 041 Handling Game Win Condition.mp4
│ ├── 042 Win or Lose Screen.mp4
│ ├── 043 Introducing Big O Notation.mp4
│ ├── 044 TMap and map Data Structures.mp4
│ ├── 045 Range-based for Loop.mp4
│ ├── 046 Design a Helper Function.mp4
│ ├── 047 Playtesting Your Game.mp4
│ ├── 048 Difficulty Play Tuning.mp4
│ ├── 049 Polishing Packaging.mp4
│ ├── 050 Section 2 Wrap-Up.mp4
│ ├── captions
│ │ ├── 012 S02 Game Design Document GDD-EN.srt
│ │ ├── 013 How Solutions Projects Relate-EN.srt
│ │ ├── 014 C Function Syntax-EN.srt
│ │ ├── 015 Using include and Namespaces-EN.srt
│ │ ├── 016 Magic Numbers and Constants-EN.srt
│ │ ├── 017 Variables and cin for Input-EN.srt
│ │ ├── 018 Using getline-EN.srt
│ │ ├── 019 Simplifying With Functions-EN.srt
│ │ ├── 020 Iterating With For While Loops-EN.srt
│ │ ├── 021 Clarity is Worth Fighting For-EN.srt
│ │ ├── 022 Booleans and comparisons-EN.srt
│ │ ├── 024 Introducing Classes-EN.srt
│ │ ├── 025 Using Header Files as Contracts-EN.srt
│ │ ├── 027 Instantiating Your Class-EN.srt
│ │ ├── 028 Writing Using Getter Methods-EN.srt
│ │ ├── 029 Introducing the Const Keyword-EN.srt
│ │ ├── 030 Constructors For Initialisation-EN.srt
│ │ ├── 032 Using using for Type Aliases-EN.srt
│ │ ├── 033 Using struct for Simple Types-EN.srt
│ │ ├── 035 Debugging 101-EN.srt
│ │ ├── 036 A Place for Everything-EN.srt
│ │ ├── 037 Introducing enumerations-EN.srt
│ │ ├── 038 Writing Error Checking Code-EN.srt
│ │ ├── 039 Using switch Statements-EN.srt
│ │ ├── 040 Warm Fuzzy Feelings-EN.srt
│ │ ├── 041 Handling Game Win Condition-EN.srt
│ │ ├── 042 Win or Lose Screen-EN.srt
│ │ ├── 043 Introducing Big O Notation-EN.srt
│ │ ├── 044 TMap and map Data Structures-EN.srt
│ │ ├── 045 Range-based for Loop-EN.srt
│ │ ├── 046 Design a Helper Function-EN.srt
│ │ ├── 047 Playtesting Your Game-EN.srt
│ │ ├── 048 Difficulty Play Tuning-EN.srt
│ │ ├── 049 Polishing Packaging-EN.srt
│ │ └── 050 Section 2 Wrap-Up-EN.srt
│ └── quizzes
│ ├── 002 Mid Section Quiz.html
│ ├── 003 Mid Section Quiz.html
│ ├── 004 Mid Section Quiz.html
│ └── 005 End Of Section Quiz.html
├── 03 Building Escape - Your First Unreal C Game
│ ├── 051 Intro Notes Section 3 Assets.mp4
│ ├── 052 S03 Game Design Document GDD.mp4
│ ├── 053 Version Control 101.mp4
│ ├── 054 Ignoring Unreal Derived Files.mp4
│ ├── 055 Your First .gitignore for Unreal.mp4
│ ├── 056 Getting to Know Unreals Editor.mp4
│ ├── 057 A Pointers Primer.mp4
│ ├── 058 Unreals Class System.mp4
│ ├── 059 Runtime Messages for Feedback.mp4
│ ├── 060 Accessing Object Names.mp4
│ ├── 061 Getting Transforms in C.mp4
│ ├── 062 Moving Objects With C.mp4
│ ├── 063 Laying Out Geometry.mp4
│ ├── 064 Applying Materials.mp4
│ ├── 065 Macros Starting with UPROPERTY.mp4
│ ├── 066 Using Trigger Volumes.mp4
│ ├── 067 Unreals PlayerController.mp4
│ ├── 068 Using Collision Volumes.mp4
│ ├── 069 Using GetTimeSeconds.mp4
│ ├── 070 Grabbing System Overview.mp4
│ ├── 071 Modifying the Default Pawn Actor.mp4
│ ├── 072 Inherit Game Mode Blueprint.mp4
│ ├── 073 Getting Player Viewpoint.mp4
│ ├── 074 Using DrawDebugLine.mp4
│ ├── 075 Line Tracing AKA Ray-Casting.mp4
│ ├── 076 LineTraceSingleByObjectType.mp4
│ ├── 077 REFERENCES POINTERS.mp4
│ ├── 078 Resetting Your Unreal Project.mp4
│ ├── 079 Using FindComponentByClass.mp4
│ ├── 080 Introducing Input Binding.mp4
│ ├── 081 Accessors Memory Layout.mp4
│ ├── 082 Reducing Code in Hot Loops.mp4
│ ├── 083 Using Physics Handles.mp4
│ ├── 084 Refactoring Rules.mp4
│ ├── 085 Introducing Unreals TArray.mp4
│ ├── 086 Iterating over TArray with for.mp4
│ ├── 087 Debugging Game Issues.mp4
│ ├── 088 Managing Texture Tiling.mp4
│ ├── 089 Pointer Protection Process.mp4
│ ├── 090 Exposing Events to Blueprint.mp4
│ ├── 091 Using Blueprint Timeline.mp4
│ ├── 092 Everything in its Place.mp4
│ ├── 093 Using Variables in Blueprint.mp4
│ ├── 094 SFX Audio Clips.mp4
│ ├── 095 Section 3 Wrap-Up.mp4
│ ├── attached_files
│ │ ├── 051 Intro Notes Section 3 Assets
│ │ │ └── gitignore.zip
│ │ └── 094 SFX Audio Clips
│ │ └── door-lock.wav
│ ├── captions
│ │ ├── 051 Intro Notes Section 3 Assets-EN.srt
│ │ ├── 052 S03 Game Design Document GDD-EN.srt
│ │ ├── 053 Version Control 101-EN.srt
│ │ ├── 054 Ignoring Unreal Derived Files-EN.srt
│ │ ├── 055 Your First .gitignore for Unreal-EN.srt
│ │ ├── 056 Getting to Know Unreals Editor-EN.srt
│ │ ├── 057 A Pointers Primer-EN.srt
│ │ ├── 058 Unreals Class System-EN.srt
│ │ ├── 059 Runtime Messages for Feedback-EN.srt
│ │ ├── 060 Accessing Object Names-EN.srt
│ │ ├── 061 Getting Transforms in C-EN.srt
│ │ ├── 062 Moving Objects With C-EN.srt
│ │ ├── 063 Laying Out Geometry-EN.srt
│ │ ├── 064 Applying Materials-EN.srt
│ │ ├── 065 Macros Starting with UPROPERTY-EN.srt
│ │ ├── 066 Using Trigger Volumes-EN.srt
│ │ ├── 067 Unreals PlayerController-EN.srt
│ │ ├── 068 Using Collision Volumes-EN.srt
│ │ ├── 069 Using GetTimeSeconds-EN.srt
│ │ ├── 070 Grabbing System Overview-EN.srt
│ │ ├── 071 Modifying the Default Pawn Actor-EN.srt
│ │ ├── 072 Inherit Game Mode Blueprint-EN.srt
│ │ ├── 073 Getting Player Viewpoint-EN.srt
│ │ ├── 074 Using DrawDebugLine-EN.srt
│ │ ├── 075 Line Tracing AKA Ray-Casting-EN.srt
│ │ ├── 076 LineTraceSingleByObjectType-EN.srt
│ │ ├── 078 Resetting Your Unreal Project-EN.srt
│ │ ├── 079 Using FindComponentByClass-EN.srt
│ │ ├── 080 Introducing Input Binding-EN.srt
│ │ ├── 081 Accessors Memory Layout-EN.srt
│ │ ├── 083 Using Physics Handles-EN.srt
│ │ ├── 084 Refactoring Rules-EN.srt
│ │ ├── 085 Introducing Unreals TArray-EN.srt
│ │ ├── 086 Iterating over TArray with for-EN.srt
│ │ ├── 087 Debugging Game Issues-EN.srt
│ │ ├── 088 Managing Texture Tiling-EN.srt
│ │ ├── 089 Pointer Protection Process-EN.srt
│ │ ├── 090 Exposing Events to Blueprint-EN.srt
│ │ ├── 091 Using Blueprint Timeline-EN.srt
│ │ ├── 092 Everything in its Place-EN.srt
│ │ ├── 093 Using Variables in Blueprint-EN.srt
│ │ ├── 094 SFX Audio Clips-EN.srt
│ │ └── 095 Section 3 Wrap-Up-EN.srt
│ └── quizzes
│ ├── 006 Mid Section Quiz.html
│ ├── 007 Mid Section Quiz.html
│ ├── 008 Mid Section Quiz.html
│ ├── 009 Mid Section Quiz.html
│ └── 010 Section End Quiz.html
├── 04 Battle Tank - A Fun Tank Battle with Mortars
│ ├── 096 Intro Notes Section 4 Assets.mp4
│ ├── 097 S04 Game Design Document GDD.mp4
│ ├── 098 Setting Up a GitHub Repo.mp4
│ ├── 099 Creating Deleting Landscapes.mp4
│ ├── 100 Landscape Setup Scaling.mp4
│ ├── 101 A Landscaping Process.mp4
│ ├── 102 Upgrading Engine Version.mp4
│ ├── 103 Using Landscape Layers.mp4
│ ├── 104 Flat Shading Low Poly Landscapes.mp4
│ ├── 105 More Landscaping Tools.mp4
│ ├── 106 Tank Control System.mp4
│ ├── 107 Actors from Multiple Meshes.mp4
│ ├── 108 Configuring a Tank.mp4
│ ├── 109 3rd Person Camera Control.mp4
│ ├── 110 Fixing 3rd Person Camera Rotation.mp4
│ ├── 111 User Interface UI in Unreal.mp4
│ ├── 112 Main Menu Screens.mp4
│ ├── 113 UI Scale Box Buttons Mouse.mp4
│ ├── 114 Controller Ready Navigation.mp4
│ ├── 115 Trial Packaging Your Game.mp4
│ ├── 116 Delegating to Components.mp4
│ ├── 117 Using virtual and override.mp4
│ ├── 118 Creating an AI Controller Class.mp4
│ ├── 119 Get the Player Controller with C.mp4
│ ├── 120 Add Tick to PlayerController.mp4
│ ├── 121 Creating an Out Parameter Method.mp4
│ ├── 122 Finding Screen Pixel Coordinates.mp4
│ ├── 123 Using DeprojectScreenToWorld.mp4
│ ├── 124 Using LineTraceSingleByChannel.mp4
│ ├── 125 Unify Player AI Aiming.mp4
│ ├── 126 Create Default Sub Objects in C.mp4
│ ├── 127 BlueprintCallable.mp4
│ ├── 128 SuggestProjectileVelocity.mp4
│ ├── 129 Predict Projectile Landing Point.mp4
│ ├── 130 Using FRotators in Unreal.mp4
│ ├── 131 Using Forward Declarations.mp4
│ ├── 132 BlueprintSpawnableComponent.mp4
│ ├── 133 The C Compilation Process.mp4
│ ├── 134 Review Our Execution Flow.mp4
│ ├── 135 How to Report Bugs.mp4
│ ├── 136 Using Clamp to Limit Values.mp4
│ ├── 137 CHALLENGE - Turret Rotation.mp4
│ ├── 138 CHALLENGE - Turret Rotation Pt.2.mp4
│ ├── 139 Setting Up Projectiles.mp4
│ ├── 140 Upgrading to Unreal 4.12.mp4
│ ├── 141 Working Round Awkward Bugs.mp4
│ ├── 142 Using SpawnActor to Spawn.mp4
│ ├── 143 Projectile Movement Components.mp4
│ ├── 144 Making AI Tanks Fire.mp4
│ ├── 145 EditAnywhere vs EditDefaultsOnly.mp4
│ ├── 146 Adding a Quit Button.mp4
│ ├── 147 Setup Track Throttles.mp4
│ ├── 148 ApplyForceAtLocation in Action.mp4
│ ├── 149 Physics Materials Friction.mp4
│ ├── 150 Fly-by-Wire Control System.mp4
│ ├── 151 Using BlueprintReadOnly.mp4
│ ├── 152 A Better Component Architecture.mp4
│ ├── 153 Completing Manual Tank Movement.mp4
│ ├── 154 Introducing AI Pathfinding.mp4
│ ├── 155 Dissecting RequestDirectMove.mp4
│ ├── 156 DotProduct Vector Operator.mp4
│ ├── 157 CrossProduct Vector Operator.mp4
│ ├── 158 Finalising Your Class Code.mp4
│ ├── 159 How to Use Blueprint Variables.mp4
│ ├── 160 Using Enumerations in UE4.mp4
│ ├── 161 Refactoring our Aiming Component.mp4
│ ├── 162 Attaching a Debugger to Unreal.mp4
│ ├── 163 Constructor Begin Play Timing.mp4
│ ├── 164 Decoupling Your Architecture.mp4
│ ├── 165 BlueprintImplementableEvent.mp4
│ ├── 166 Using the ensure Assertion.mp4
│ ├── 167 Dependency Mapping.mp4
│ ├── 168 Talking Head - Real World Skills.mp4
│ ├── 169 Starting From Green.mp4
│ ├── 170 Aiming Without the Tank.mp4
│ ├── 171 Finishing our Refactoring.mp4
│ ├── 172 Adding TickComponent Back.mp4
│ ├── 173 Are Two Floats Equal.mp4
│ ├── 174 Programmatic Sideways Friction.mp4
│ ├── 175 OnComponentHit Event in 4.12.mp4
│ ├── 176 Avoiding Boolean Flags.mp4
│ ├── 177 Improving Tank Aiming.mp4
│ ├── 178 Tweaking Tank AI.mp4
│ ├── 179 Making an Ammo Display.mp4
│ ├── 180 Making an AutoMortar.mp4
│ ├── 181 Using the Reference Viewer.mp4
│ ├── 182 Preparing for Particles.mp4
│ ├── 183 Introducing Particle Systems.mp4
│ ├── 184 Particle Bounding Boxes.mp4
│ ├── 185 Using FAttachmentTransformRules.mp4
│ ├── 186 Radial Forces Caching.mp4
│ ├── 187 Using GetTimerManager.mp4
│ ├── 188 Using TakeDamage on Actors.mp4
│ ├── 189 BlueprintPure Health Bars.mp4
│ ├── 190 The Observer Pattern.mp4
│ ├── 191 Finishing Off - Part 1.mp4
│ ├── 192 Finishing Off - Part 2.mp4
│ ├── 193 Section 4 Wrap-Up.mp4
│ ├── 194 Bonus - Switching Cameras.mp4
│ ├── 195 Testing Grounds Introduction.mp4
│ ├── attached_files
│ │ ├── 105 More Landscaping Tools
│ │ ├── 107 Actors from Multiple Meshes
│ │ │ └── BT12-TankParts.zip
│ │ ├── 112 Main Menu Screens
│ │ │ └── BT17-Firing-M1A1-tank-in-Djibouti.jpg
│ │ ├── 180 Making an AutoMortar
│ │ │ └── BT86-mortar-placeholder.zip
│ │ └── 192 Finishing Off - Part 2
│ │ └── BT98-Student-AutoMortars.zip
│ ├── captions
│ │ ├── 096 Intro Notes Section 4 Assets-EN.srt
│ │ ├── 097 S04 Game Design Document GDD-EN.srt
│ │ ├── 098 Setting Up a GitHub Repo-EN.srt
│ │ ├── 099 Creating Deleting Landscapes-EN.srt
│ │ ├── 100 Landscape Setup Scaling-EN.srt
│ │ ├── 101 A Landscaping Process-EN.srt
│ │ ├── 102 Upgrading Engine Version-EN.srt
│ │ ├── 104 Flat Shading Low Poly Landscapes-EN.srt
│ │ ├── 105 More Landscaping Tools-EN.srt
│ │ ├── 106 Tank Control System-EN.srt
│ │ ├── 107 Actors from Multiple Meshes-EN.srt
│ │ ├── 108 Configuring a Tank-EN.srt
│ │ ├── 109 3rd Person Camera Control-EN.srt
│ │ ├── 110 Fixing 3rd Person Camera Rotation-EN.srt
│ │ ├── 111 User Interface UI in Unreal-EN.srt
│ │ ├── 112 Main Menu Screens-EN.srt
│ │ ├── 113 UI Scale Box Buttons Mouse-EN.srt
│ │ ├── 114 Controller Ready Navigation-EN.srt
│ │ ├── 115 Trial Packaging Your Game-EN.srt
│ │ ├── 116 Delegating to Components-EN.srt
│ │ ├── 117 Using virtual and override-EN.srt
│ │ ├── 118 Creating an AI Controller Class-EN.srt
│ │ ├── 119 Get the Player Controller with C-EN.srt
│ │ ├── 120 Add Tick to PlayerController-EN.srt
│ │ ├── 121 Creating an Out Parameter Method-EN.srt
│ │ ├── 122 Finding Screen Pixel Coordinates-EN.srt
│ │ ├── 123 Using DeprojectScreenToWorld-EN.srt
│ │ ├── 124 Using LineTraceSingleByChannel-EN.srt
│ │ ├── 125 Unify Player AI Aiming-EN.srt
│ │ ├── 126 Create Default Sub Objects in C-EN.srt
│ │ ├── 127 BlueprintCallable-EN.srt
│ │ ├── 128 SuggestProjectileVelocity-EN.srt
│ │ ├── 129 Predict Projectile Landing Point-EN.srt
│ │ ├── 130 Using FRotators in Unreal-EN.srt
│ │ ├── 131 Using Forward Declarations-EN.srt
│ │ ├── 132 BlueprintSpawnableComponent-EN.srt
│ │ ├── 133 The C Compilation Process-EN.srt
│ │ ├── 134 Review Our Execution Flow-EN.srt
│ │ ├── 135 How to Report Bugs-EN.srt
│ │ ├── 136 Using Clamp to Limit Values-EN.srt
│ │ ├── 138 CHALLENGE - Turret Rotation Pt.2-EN.srt
│ │ ├── 139 Setting Up Projectiles-EN.srt
│ │ ├── 140 Upgrading to Unreal 4.12-EN.srt
│ │ ├── 141 Working Round Awkward Bugs-EN.srt
│ │ ├── 142 Using SpawnActor to Spawn-EN.srt
│ │ ├── 143 Projectile Movement Components-EN.srt
│ │ ├── 144 Making AI Tanks Fire-EN.srt
│ │ ├── 145 EditAnywhere vs EditDefaultsOnly-EN.srt
│ │ ├── 146 Adding a Quit Button-EN.srt
│ │ ├── 147 Setup Track Throttles-EN.srt
│ │ ├── 148 ApplyForceAtLocation in Action-EN.srt
│ │ ├── 149 Physics Materials Friction-EN.srt
│ │ ├── 150 Fly-by-Wire Control System-EN.srt
│ │ ├── 151 Using BlueprintReadOnly-EN.srt
│ │ ├── 152 A Better Component Architecture-EN.srt
│ │ ├── 153 Completing Manual Tank Movement-EN.srt
│ │ ├── 154 Introducing AI Pathfinding-EN.srt
│ │ ├── 155 Dissecting RequestDirectMove-EN.srt
│ │ ├── 156 DotProduct Vector Operator-EN.srt
│ │ ├── 157 CrossProduct Vector Operator-EN.srt
│ │ ├── 158 Finalising Your Class Code-EN.srt
│ │ ├── 159 How to Use Blueprint Variables-EN.srt
│ │ ├── 160 Using Enumerations in UE4-EN.srt
│ │ ├── 161 Refactoring our Aiming Component-EN.srt
│ │ ├── 162 Attaching a Debugger to Unreal-EN.srt
│ │ ├── 163 Constructor Begin Play Timing-EN.srt
│ │ ├── 164 Decoupling Your Architecture-EN.srt
│ │ ├── 165 BlueprintImplementableEvent-EN.srt
│ │ ├── 166 Using the ensure Assertion-EN.srt
│ │ ├── 167 Dependency Mapping-EN.srt
│ │ ├── 168 Talking Head - Real World Skills-EN.srt
│ │ ├── 169 Starting From Green-EN.srt
│ │ ├── 170 Aiming Without the Tank-EN.srt
│ │ ├── 171 Finishing our Refactoring-EN.srt
│ │ ├── 172 Adding TickComponent Back-EN.srt
│ │ ├── 174 Programmatic Sideways Friction-EN.srt
│ │ ├── 175 OnComponentHit Event in 4.12-EN.srt
│ │ ├── 176 Avoiding Boolean Flags-EN.srt
│ │ ├── 177 Improving Tank Aiming-EN.srt
│ │ ├── 178 Tweaking Tank AI-EN.srt
│ │ ├── 179 Making an Ammo Display-EN.srt
│ │ ├── 180 Making an AutoMortar-EN.srt
│ │ ├── 181 Using the Reference Viewer-EN.srt
│ │ ├── 182 Preparing for Particles-EN.srt
│ │ ├── 183 Introducing Particle Systems-EN.srt
│ │ ├── 184 Particle Bounding Boxes-EN.srt
│ │ ├── 185 Using FAttachmentTransformRules-EN.srt
│ │ ├── 186 Radial Forces Caching-EN.srt
│ │ ├── 187 Using GetTimerManager-EN.srt
│ │ ├── 188 Using TakeDamage on Actors-EN.srt
│ │ ├── 189 BlueprintPure Health Bars-EN.srt
│ │ ├── 190 The Observer Pattern-EN.srt
│ │ ├── 191 Finishing Off - Part 1-EN.srt
│ │ ├── 192 Finishing Off - Part 2-EN.srt
│ │ ├── 193 Section 4 Wrap-Up-EN.srt
│ │ ├── 194 Bonus - Switching Cameras-EN.srt
│ │ └── 195 Testing Grounds Introduction-EN.srt
│ └── quizzes
│ ├── 011 Mid Section Quiz.html
│ ├── 012 Mid Section Quiz.html
│ ├── 013 Mid Section Quiz.html
│ ├── 014 Mid Section Quiz.html
│ ├── 015 Mid Section Quiz.html
│ ├── 016 Mid Section Quiz.html
│ ├── 017 Mid Section Quiz.html
│ ├── 018 Mid Section Quiz.html
│ ├── 019 Mid Section Quiz.html
│ └── 020 End of Section Quiz.html
├── 05 Testing Grounds FPS - EARLY ACCESS
│ ├── 196 Testing Grounds GDD.mp4
│ ├── 197 Using Git LFS Large File Support.mp4
│ ├── 198 Marketing Markdown.mp4
│ ├── 199 Use git clean to Revert Project.mp4
│ ├── 200 First Person Character Overview.mp4
│ ├── 201 The Third Person Character.mp4
│ ├── 202 Introducing AI Behaviour Trees.mp4
│ ├── 203 Introducing AI Blackboard Data.mp4
│ ├── 204 Target Points and Patrol Routes.mp4
│ ├── 205 Using Any Actor for Waypoints.mp4
│ ├── 206 Options for Grouping Actors.mp4
│ ├── 207 Blueprint Behaviour Tree Tasks.mp4
│ ├── 208 Modular Arithmetic Cycles.mp4
│ ├── 209 Performance Profiling 101.mp4
│ ├── 210 C AI Behaviour Tree Tasks.mp4
│ ├── 211 Reading Blackboard Data in C.mp4
│ ├── 212 The Consequences of Inheritance.mp4
│ ├── 213 Converting Blueprint to C.mp4
│ ├── 214 Composition over Inheritance.mp4
│ ├── 215 Talking Head What Weve Covered So Far.mp4
│ ├── 216 How to Delete a C Class.mp4
│ ├── 217 Instanced Materials.mp4
│ ├── 218 Introducing AI Perception.mp4
│ ├── 219 OnTargetPerceptionUpdated Event.mp4
│ ├── 220 AI Hearing Perception in Unreal.mp4
│ ├── 221 The Animation Starter Pack.mp4
│ ├── 222 Changing a Characters Animation.mp4
│ ├── 223 Customising a Character Blueprint.mp4
│ ├── 224 Sub Behaviour Trees.mp4
│ ├── 225 Talking Head - Introducing Sam.mp4
│ ├── 226 Talking Head - Refactoring Superpowers.mp4
│ ├── 227 Simplifying Our Project.mp4
│ ├── 228 Renaming Moving CPP.mp4
│ ├── 229 Solution Renaming Moving CPP.mp4
│ ├── 230 Holding a Gun with Skeletal Sockets.mp4
│ ├── 231 Understanding Animation Blueprints.mp4
│ ├── 232 Creating Animation State Machines.mp4
│ ├── 233 Movement Blend Spaces.mp4
│ ├── 234 Offset Animations.mp4
│ ├── 235 Aiming Blend Spaces Offsets.mp4
│ ├── 236 Rotating with SetFocalPoint.mp4
│ ├── 237 Character Movement vs Rotation.mp4
│ ├── 238 Control Rotation for Aim.mp4
│ ├── 239 Behaviour Tree Decorators.mp4
│ ├── 240 Behaviour Tree Services.mp4
│ ├── 241 Tweaking AI Behaviour.mp4
│ ├── 242 Debugging AI Behaviour.mp4
│ ├── 243 Refactoring to a Gun Actor.mp4
│ ├── 244 Attaching Actors to Components.mp4
│ ├── 245 Configuring the Gun.mp4
│ ├── 246 Moving Files from LFS to Git.mp4
│ ├── 247 To LFS or Not to LFS.mp4
│ ├── 248 Child Actor Components.mp4
│ ├── 249 Introduction to Inverse Kinematics.mp4
│ ├── 250 Inverse Kinematics with Animations.mp4
│ ├── 251 Comparing Blueprints with Diffs.mp4
│ ├── 252 Boolean Blending for Aim States.mp4
│ ├── 253 Adding Firing Animations.mp4
│ ├── 254 Animation Notify Events.mp4
│ ├── 255 Taking Damage in Blueprint.mp4
│ ├── 256 Death Animations and Refactors.mp4
│ ├── 257 Switching 1st and 3rd Person.mp4
│ ├── 258 Owner Invisible Meshes.mp4
│ ├── 259 Separating Firing from Gun Meshes.mp4
│ ├── 260 Aiming Our 1st Person Camera.mp4
│ ├── 261 Architecture of Infinite Runners.mp4
│ ├── 262 Spawning Terrain in the GameMode.mp4
│ ├── 263 Level Gating for Testing Grounds.mp4
│ ├── 264 Swapping Materials in Blueprint.mp4
│ ├── 265 Garbage Collecting Previous Tiles.mp4
│ ├── 266 Merging Our TP and FP Files.mp4
│ ├── 267 Hit vs Overlap Events.mp4
│ ├── 268 Dynamically Calculating NavMesh.mp4
│ ├── 269 Keep It Simple Stupid.mp4
│ ├── 270 Parallel Behaviour Tree Tasks.mp4
│ ├── 271 Custom BT Tasks and Decorators.mp4
│ ├── 272 External Build Data in 4.14.mp4
│ ├── 273 Physical Gun Architecture.mp4
│ ├── 274 Converting a Character BP to C.mp4
│ ├── 275 Whos Pulled the Trigger.mp4
│ ├── 276 Cooldown Nodes Gameplay Tags.mp4
│ ├── 277 Animation Montages and Slots.mp4
│ ├── 278 Reattaching the Gun.mp4
│ ├── 279 When to Expect More Content....html
│ ├── captions
│ │ ├── 196 Testing Grounds GDD-EN.srt
│ │ ├── 197 Using Git LFS Large File Support-EN.srt
│ │ ├── 198 Marketing Markdown-EN.srt
│ │ ├── 199 Use git clean to Revert Project-EN.srt
│ │ ├── 200 First Person Character Overview-EN.srt
│ │ ├── 201 The Third Person Character-EN.srt
│ │ ├── 202 Introducing AI Behaviour Trees-EN.srt
│ │ ├── 203 Introducing AI Blackboard Data-EN.srt
│ │ ├── 204 Target Points and Patrol Routes-EN.srt
│ │ ├── 205 Using Any Actor for Waypoints-EN.srt
│ │ ├── 206 Options for Grouping Actors-EN.srt
│ │ ├── 208 Modular Arithmetic Cycles-EN.srt
│ │ ├── 209 Performance Profiling 101-EN.srt
│ │ ├── 210 C AI Behaviour Tree Tasks-EN.srt
│ │ ├── 211 Reading Blackboard Data in C-EN.srt
│ │ ├── 212 The Consequences of Inheritance-EN.srt
│ │ ├── 213 Converting Blueprint to C-EN.srt
│ │ ├── 214 Composition over Inheritance-EN.srt
│ │ ├── 215 Talking Head What Weve Covered So Far-EN.srt
│ │ ├── 216 How to Delete a C Class-EN.srt
│ │ └── 217 Instanced Materials-EN.srt
│ └── quizzes
│ ├── 021 Mid Section Quiz.html
│ ├── 022 Mid Section Quiz.html
│ ├── 023 Mid Section Quiz.html
│ ├── 024 Mid Section Quiz.html
│ ├── 025 Mid Section Quiz.html
│ ├── 026 Mid Section Quiz.html
│ └── 027 Mid Section Quiz.html
└── 06 Next Steps
└── 280 Bonus Lecture - Our Other Courses.mp4



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Udemy The Unreal Engine Developer Course Learn Cplusplus and Make Games
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