Create Zelda-like skills with C++ in unreal engine 5

所在平台: Udemy

课程主页: https://www.udemy.com/course/create-zeldar-like-skills-with-c-in-unreal-engine-5/

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课程名称:使用C++在虚幻引擎5中创建类似于《塞尔达传说》的技能 课程概述:欢迎参加“使用C++在虚幻引擎5中创建类似于《塞尔达传说》的技能”课程!本课程适合拥有基本C++知识的学习者。如果您还没有相关基础,建议先学习基础C++课程。更新内容:2024年10月12日:所有自动生成的字幕已纠正。 课程将引导您创建一个技能框架,能够处理包括远程炸弹、磁力、时停和冰块生成等各种能力,此外,还会介绍基本的移动状态,比如冲刺、滑翔和疲惫状态。为每个课程准备了参考项目,以便在学习过程中遇到困难时,可以下载并与自己的项目进行比较,尽情地从错误中学习! 第一部分将设置项目并从零开始在C++中实现玩家角色的基本移动状态。通过增强输入系统和移动管理,玩家角色在满足特定条件时将触发自定义动作。例如,当角色从高处跌落并且有足够的体力时,可以进行滑翔;而如果体力耗尽,则无法跳跃、冲刺或滑翔。 其次,我们将设计和创建一个强大的框架以管理各种技能,确保任何时候只能激活一种技能。借助虚幻引擎中蓝图与C++之间的便捷通信,我们可以轻松地将信息从用户界面传递到代码库,这样可以充分利用两者的优势:蓝图更方便进行视觉设计,而C++在游戏性能上更有优势。 接下来,我们将重点关注多种不同的技能,包括远程炸弹、磁力、时停和冰块生成。在远程炸弹技能中,玩家角色能够投掷炸弹,当炸弹在可破坏的墙壁上爆炸时,它会将墙壁打破;如果炸弹在草地上爆炸,则会生成一个临时的风隧道,帮助玩家解决游戏中的谜题。尽管这些技能的逻辑各不相同,但都在同一个技能框架内,方便开发者轻松添加新技能类型。 最后,我们将实现一些实用的游戏对象,以改善玩家体验。这些对象必须与技能框架兼容。例如,我们将添加可互动对象如石头,当玩家手持石头并试图激活技能时,必须先放下石头。同样,压力板、风隧道和可破坏墙壁也将被实现。 您还可以加入我的Discord群组,提问或在Udemy的问答部分交流。每节课都提供详细的参考项目,并采取逐步的方法。还等什么呢?加入课程,现在是开始您梦想项目的最佳时机!

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Please read requirement first, learners need to have basic understanding of C++. Or I recommend you take basic level C++ course first. UPDATES:2024.10.12: All auto-generated captions are corrected.Welcome to "Create Zeldar-like skills with C++ in unreal engine 5"! You will learn how to create a skill framework which can handle various abilities including remote bomb, magnesis, stasis and ice actor, and basic locomotion states such as sprinting, gliding and exhausted states. I prepared reference projects for every lesson so when you are stuck in any lesson you can freely download them and compare your own project with them! Don't worry about making mistakes, learn from them!In the first section, we're going to setup project and implement basic locomotion states for player character from scratch in C++. With enhanced input system and locomotion manage, these customized actions will be triggered when player character meets certain conditions. For example, once player character is falling from high place and having enough stamina, gliding action is available. If stamina is depleted, player character cannot jump, sprint or gliding anymore.Secondly, we will design and create a powerful framework to manage various skills before any skill creation. Only one skill could be activated at one time. Thanks to the convienient communication between blueprint and c++ in unreal engine, we can easily transfer information from UI to our code base. It is the best way to take advantage of them. Blueprint is more convenient for visual design and c++ is more performant for game in general.Thirdly, we're focus on several kinds of different skills including remote bombs, magnesis, stasis and ice actor spawning. In remote bomb skill, a bomb will be spawned and player character can throw it out. When it explodes on breakable wall, it will crash and if it explodes on grass, a tempory wind tunnel will be spawned, which might be helpful for player to solve puzzles in the game. Sure I will introduce more details in the course. Though their logics are totally different, they all in the same skill framework so developer can easily add new skill types. At last, several useful gameplay object will be implemented for better play experience. Those objects must be compatible with skill framework. For example, interactable object such as rock will be added. When player is holding a rock but trying to activate a skill, this rock must be dropped first. Similarly, pressure plate, wind tunnel, breakable walls will be implemented.You can also join my discord to ask question or in udemy Q & A part. With detailed reference project provided in each lecture and a step-by-step approach, what are you waiting for? Join the course and there's no better time to start your own dream project now!

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