Unreal Engine 5 The Ultimate Shooter (C++)

Опубликовано: 17 Июль 2026
на канале: Egemen Ton
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Final project of the Udemy class:
Unreal Engine C++ The Ultimate Shooter Course

Many thanks to Stephen Ulibarri (‪@DruidMechanicsGameDevelopment‬) who is the instructor of this course. It was the best and the most comprehensive course I've ever taken. I recommend it to everyone. Topics covered are:

-Character creation and movement
-Input for PC and console controllers
-Extensive use of Animation Blueprints (and Anim Instances, their C++ parents)
-1D and 2D Blendspaces
-Strafing
-Turn-in-place
-Aim Offsets
-Inverse Kinematics
-Animation Curves
-Character lean when running
-Crouching (with dynamic capsule resizing)
-Turn hips while running
-Weapon fire with recoil animations
-Reloading
-Weapon blast and impact particles
-Weapon beam particles (smoke trails)
-Bullet shell eject particles
-Sound effects
-Blending animations per bone, by bool, and by enum - play one animation with one part of the body (running or crouching) while simultaneously playing another animation with another part of the body (reload, aim, or weapon fire)
-Attach and equip different weapons (pistols, submachine guns, assault rifles)
-Automatic and semi-automatic gunfire
-Move different gun parts (the clip/magazine, and pistol slide) during animations
-Camera zoom while aiming
-Dynamic crosshairs that spread in reaction to:
-Character speed
-Weapon fire
-Aiming
-Jumping
-Different crosshairs per weapon
-Widget components, showing:
-Item names
-Item types
-Ammo counts
-Item rarity
-HUD animations
-Full item inventory system
-Data tables, in Blueprints and C++
-Curves to control:
-Item movement during pickup
-Color and brightness pulse for material effects
-Material creation, including:
-Post-process materials
-Dynamic material instances
-Setting material properties from C++
-Driving material properties with curves
-Material functions
-Blending materials together
-Outline effects
-Glow/pulse effects
-Retargeting animations
-Retargeting whole Animation Blueprints
-Numerous gameplay algorithms
-Use of data structures, including:
-structs
-enums
-arrays
-maps
-and more
-Animation montages
-Anim Notifies for sounds, weapon trails, and custom notifies
-Sync markers for footsteps and sync groups
-The course comes with a huge amount of assets, including:
-Sounds
-Textures
-Particle effects
-Meshes
-Delegates
-Interfaces
-Dynamic footsteps that spawn different sounds and particle systems depending on the surface type
-Physical materials and surface types
-Niagra particle systems
-Line traces
-Enemy AI
-Behavior Trees and Blackboard Components
-Multiple enemy types with varying levels of Health, Damage, Size and Movement Speed
-Headshot damage, with:
-Higher damage for headshots
-Number widgets that pop up and animate with bullet hits
-Different colored numbers for headshots
-Character and enemy health bars
-Enemy patrol, agro, chase and attack player
-Death mechanics
-Stun mechanics
-Melee attacks with melee weapon trails
-Explosives that cause damage and death
-Level prototyping
-Creating full levels based on our prototypes using professional assets
-Light baking
-Post-process effects

Music I Use: https://www.bensound.com/royalty-free...