Unreal Engine 5 C++ Developer: Learn C++ & Make Video Games

Created in collaboration with Epic Games. Learn C++ from basics while making your first 5 video games in Unreal

  • 4.69
  • (61687 reviews)
  • 29.5 hrs
  • 207 lectures
  • Udemy
Unreal Engine 5 C++ Developer: Learn C++ & Make Video Games

What you will learn?

  • How to make games in Unreal Engine 5.
  • C++, the games industry standard language.
  • Object Oriented Programming and how to put it into practice.
  • Game design principles.
  • Programming patterns and best practices.
  • Artificial Intelligence behaviour programming for enemies.
  • Write code that is clean and to understand.
  • When to use Blueprint or C++.
  • How to achieve anything you want in Unreal using C++.
  • Unreal Gameplay Framework to make games easily.
  • Strong and transferable problem solving skills.
  • Modern game development technologies and techniques.

Your trainer

207 lessons

Easy to follow lectures and videos covering subject details.

29.5 hours

This course includes hours of video material. Watch on-demand, anytime, anywhere.

Certificate of Completion

You will earn a Certificate of Completion at the end of this course.

Course curriculum

  • For users of Unreal 4.2200:36
  • Welcome To The Course02:39
  • Installing Unreal Engine07:13
  • Community & Support01:40
  • Navigating The Viewport06:36
  • Moving & Placing Actors05:27
  • C++ versus Blueprint04:29
  • Helping Us To Help You07:24
  • Section Intro - Warehouse Wreckage01:40
  • Project Setup04:16
  • Blueprint Event Graph05:30
  • Physics Simulation04:36
  • Objects and References09:43
  • Adding an Impulse08:18
  • Blueprint Classes and Instances07:45
  • Spawning Actors06:20
  • Data Types06:26
  • Pawns and Actor Location08:36
  • Control Rotation04:50
  • Vector Addition & Multiplication06:54
  • Get Forward Vector06:13
  • Importing Assets10:37
  • Geometry Brushes (BSP)08:52
  • Materials and Lighting05:50
  • Actor Components06:08
  • Collision Meshes09:04
  • Variables07:47
  • Booleans and Branches05:45
  • Functions09:11
  • Return Types06:48
  • Pure Functions06:08
  • Member Functions08:33
  • Loading Levels & Delay Nodes04:42
  • Wrap-up and Recap01:49
  • Section Intro - Obstacle Assault03:08
  • Project Setup06:33
  • Customizing The Character06:25
  • Compilers and Editors05:35
  • PC - Installing Visual Studio05:50
  • Mac - Installing XCode04:27
  • Installing VSCode04:16
  • Compiling a C++ Project08:56
  • UPROPERTY Variables10:37
  • Live Coding Issues03:20
  • C++ Files & BeginPlay08:00
  • Using Structs In C++08:36
  • Calling Functions in C++06:14
  • Tick06:06
  • Local Variables06:58
  • Pseudo Code04:07
  • Function Return Values08:45
  • Velocity & DeltaTime07:46
  • Scope Resolution Operator08:34
  • If Statements07:33
  • Using Member Functions06:06
  • Blueprint Child Classes09:07
  • Forcing Character Collisions11:35
  • GameMode06:25
  • Writing To The Output Log09:57
  • FString07:57
  • Member Functions13:25
  • Return Statements09:05
  • Const Member Functions05:35
  • FRotator10:08
  • Level Design & Polish09:47
  • Obstacle Assault: Wrap-Up02:20
  • Section Intro - Crypt Raider04:33
  • Project Setup06:23
  • Modular Level Design09:56
  • Modular Level Layout12:30
  • Solution: Modular Level Layout14:24
  • Light Types08:38
  • Lumen & Light Bleed11:56
  • Level Lighting09:13
  • Character Blueprint06:24
  • Inheritance vs Composition04:50
  • C++ Actor Component04:36
  • Pointer Types & GetOwner()08:44
  • Dereferencing & Arrow (->) Operator07:30
  • Linkers, Headers and Includes07:51
  • FMath::VInterpConstantTo13:05
  • Scene Components09:19
  • Line Tracing & Sweeping06:30
  • GetWorld()08:12
  • DrawDebugLine()08:15
  • References vs Pointers08:37
  • Const References & Out Parameters09:32
  • Geometry Sweeping10:10
  • Input Action Mappings06:00
  • Blueprint Callable06:45
  • FindComponentByClass() & nullptr09:11
  • DrawDebugSphere()07:29
  • Grabbing With Physics Handle11:53
  • Waking Physics Objects08:27
  • Returning Out Parameters06:08
  • Overlap Events14:37
  • Constructors08:50
  • TArray08:13
  • While & For Loops08:55
  • Range Based For Loops02:37
  • Actor Tags05:23
  • Early Returns05:44
  • Dependency Injection09:16
  • Casting & Actor Attachment05:52
  • Adding and Removing Tags06:20
  • Boolean Logical Operators08:00
  • Level Polish13:05
  • Crypt Raider: Wrap-Up02:07
  • Project Intro06:19
  • Pawn Class Creation07:52
  • Creating Components10:50
  • Forward Declaration13:23
  • Constructing The Capsule06:31
  • Static Mesh Components06:15
  • Deriving Blueprint Classes05:19
  • Instance vs Default08:37
  • Editing Exposed Variables14:07
  • Exposing The Components11:37
  • Creating Child C++ Classes12:06
  • Possessing The Pawn04:07
  • Handling Input14:04
  • Local Offset12:31
  • Movement Speed13:46
  • Local Rotation17:57
  • Casting11:16
  • Using the Mouse Cursor16:46
  • Rotating the Turret20:33
  • The Tower Class12:45
  • Fire08:34
  • Timers13:39
  • The Projectile Class05:58
  • Spawning The Projectile11:44
  • Projectile Movement Component08:31
  • Hit Events14:34
  • Health Component15:15
  • Applying Damage14:40
  • The Game Mode Class07:35
  • Handling Pawn Death20:48
  • Custom Player Controller11:20
  • Starting The Game10:19
  • The Start Game Widget12:15
  • Countdown Timer13:58
  • Displaying Countdown Time07:45
  • Winning And Losing14:12
  • Game Over HUD08:39
  • Hit Particles10:05
  • Smoke Trail06:36
  • Death Particles06:39
  • Sounds10:46
  • Camera Shake14:57
  • Polish And Wrap-Up12:40
  • Section Intro: Simple Shooter02:02
  • Project Setup09:55
  • Pawns vs Characters in C++12:33
  • Character Movement Functions18:11
  • Controller Aiming13:30
  • Third Person Camera Spring Arm08:57
  • Skeletal Animations 10108:20
  • Editing Collision Meshes05:09
  • Animation Blueprints 10113:16
  • 2D Blend Spaces10:39
  • Connecting Animation To Gameplay08:59
  • Inverse Transforming Vectors09:38
  • Calculating Animation Speeds12:05
  • Gun Actors11:34
  • Spawning Actors At Runtime06:37
  • Attaching To Meshes Via Sockets10:20
  • Shooting Architecture06:14
  • Spawning Particle Effects08:14
  • Player View Point10:52
  • Line Tracing By Channel12:40
  • Impact Effects04:37
  • Dealing Damage To Actors08:04
  • Virtual Methods In C++10:15
  • Overriding TakeDamage09:06
  • Blending Animations By Booleans04:42
  • Blueprint Pure Nodes06:28
  • Create and Setup an AI controller03:59
  • AI Aiming06:13
  • Nav Mesh And AI Movement10:48
  • Checking AI Line Of Sight07:39
  • BehaviorTrees And Blackboards08:06
  • Setting Blackboard Keys In C++05:54
  • Behavior Tree Tasks And Sequences08:24
  • BT Decorators And Selectors12:12
  • Custom BTTasks In C++07:53
  • Executing BTTasks10:31
  • BTTasks That Use The Pawn10:48
  • BTServices In C++15:05
  • Ignoring Actors In Line Traces06:04
  • Ending The Game10:16
  • Setting Timers In C++10:51
  • Displaying A Lose Screen11:32
  • Iterating Over Actors10:25
  • Calculating The Win Condition12:20
  • Refactoring PullTrigger07:53
  • Weapon Sound Effects06:35
  • Randomized Sound Cues08:35
  • Sound Spatialization06:45
  • Crosshairs and HUDs07:42
  • Health Bars07:50
  • AimOffsets12:05
  • Animation State Machines10:03
  • Complex State Machines13:00
  • Wrap-up And Challenges08:49
  • For users of Unreal 4.2200:27
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