Udemy 虚幻UE5 C++ 为基础的高级第三人称 RPG 教程 - 第一部分

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2024-12-26 21:46:04
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Udemy 虚幻UE5 C++为基础的高级第三人称RPG教程,学习用。 有需要课件或有疑问需解答请支持原作者课程: https://www.udemy.com/course/unreal-engine-5-advanced-action-rpg/ 学习感想: 学完上一个蓝图的,再来学这个,虽说是C++教程,但对于新手的我来说如果能保证暂时的“不求甚解”的话也可以跟下来,然后返回来再学一次,再开始查一些不懂的东东,效果感觉还行哟. 这个教程里的角色移动是使用GameTag实现的,作者说是类似lyra的实现,可以感受下. 课程所需课件:链接: https://pan.baidu.com/s/173gvOuADsxt0F2KJhgJXJw?pwd=tmgg 提取码: tmgg
视频选集
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1 -Introduction
05:58
2 -Create a New C++ Project
03:31
3 -Set Up Test Map
03:24
4 -Hard and Soft Reference
10:33
1 -Set Up Hero Character Section Overview
00:46
2 -Basic Class Structure
07:10
3 -Debug Helper
04:54
4 -Set Up Hero Camera
09:52
5 -Native Gameplay Tags
09:37
6 -Input Config Data Asset
10:30
7 -Custom Enhanced Input Component
07:24
8 -Binding Input
15:43
9 -Character Anim Instance
12:57
10 -Hero AnimBP
04:42
11 -Hero Anim Instance
09:31
12 -Gameplay Ability System
17:01
13 -Ability Activation Policy
11:08
14 -Set Up Weapon Class
08:49
15 -Set Up Hero Weapon
08:34
16 -Start Up Data
12:15
17 -Synchronous Loading
13:10
18 -Section Wrap Up
01:42
1 -Melee Combo System Section Overview
01:50
2 -Challenges Ahead
03:43
3 -Pawn Extension Component
10:29
4 -Register Spawned Weapon
17:14
5 -Hero Gameplay Ability
10:35
6 -Ability Input Action
08:32
7 -Hero Ability Set
10:26
8 -Binding Ability Input
08:59
9 -Play Montage and Wait
07:30
10 -Wait for Gameplay Event
12:01
11 -Animation Layer Interface
10:57
12 -Master Anim Layer
09:06
13 -Link Anim Layer
10:37
14 -Default Weapon Ability
18:16
15 -Grant Weapon Ability
12:57
16 -Handle Unequip Axe
14:30
17 -Light Attack Ability
07:34
18 -Combo Logic
14:09
19 -Heavy Attack Ability
05:55
20 -Heavy Attack Logic
08:29
21 -Warrior Function Library
17:15
22 -Jump To Finisher
08:14
23 -Slow Motion and Sound FX
14:31
24 -Section Wrap Up
03:50
1 -Hero Combat Section Overview
02:06
3 -Set Up Enemy Character
11:56
4 -Gruntling Guardian
10:29
5 -Asynchronous Loading
14:38
6 -Spawn Enemy Weapon
07:51
7 -Attribute Set
07:08
8 -Gameplay Effect
09:54
9 -Apply Gameplay Effect To Self
05:49
10 -Init Enemy Attributes
09:25
11 -Pawn Combat Interface
19:58
12 -Toggle Weapon Collision
08:12
13 -On Weapon Begin Overlap
10:12
14 -On Target Interacted
08:35
15 -Notify Melee Hit
11:18
16 -Set Up Attack Montages
08:25
17 -Make Gameplay Effect Spec Handle
10:16
18 -Hero Damage Info
12:04
19 -Apply Effect Spec Handle To Target
09:17
20 -Capture Relevant Attributes
09:15
21 -Retrieve Hero Damage Info
11:38
22 -Calculate Final Damage Done
15:06
23 -Set Up Heavy Attacks For Damage
06:00
24 -Modify Health Attribute
10:00
25 -Hit React Ability
12:50
26 -Trigger Hit React Ability
05:51
27 -Material Hit FX
10:32
28 -Hit Pause
07:36
29 -Camera Shake
07:16
30 -Hit React Sound
05:47
31 -Gameplay Cues
10:03
32 -Enemy Death Ability
16:31
33 -BP Death Interface
07:11
34 -Dissolve Material FX
11:53
35 -Dissolve Niagara FX
11:01
36 -Pawn UI Component
12:42
37 -Broadcast Value Change
13:10
38 -Listen For Broadcasting
12:57
39 -Enemy Init Created Widget
09:00
40 -Template Widgets
11:56
41 -Set Status Bar Fill Color
09:19
42 -Template Icon Slot Widget
09:37
43 -Hero Overlay Widget
13:10
44 -Enemy Health Widget Component
12:43
45 -Hide Enemy Health Bar
06:49
46 -Update Weapon Icon
08:46
47 -Final Tweaking
14:11
48 -Section Wrap Up
00:56
1 -Enemy AI Section Overview
02:24
2 -Preparing Enemy For Combat
05:07
3 -Crowd Following Component
09:13
4 -AI Perception
08:56
5 -Generic Team ID
08:54
6 -Behavior Tree
10:01
7 -Configure AI Avoidance
18:48
8 -Behavior Tree Node Types
10:44
9 -Observer Aborts
11:35
10 -Orient To Target Actor
20:09
11 -Environment Query System
11:17
12 -Custom Query Context
19:54
13 -Toggle Strafing State
16:54
14 -Calculate Direction
09:13
15 -Strafing Blend Space
05:30
16 -Compute Success Chance
09:13
17 -Dot Product Test
08:28
18 -Enemy Melee Ability
05:58
19 -Activate Ability By Tag
11:15
20 -Is Target Pawn Hostile
10:33
21 -Notify Melee Hit
07:20
22 -Make Enemy Damage Effect Spec Handle
09:33
23 -Apply Enemy Damage
06:16
24 -Motion Warping
08:16
25 -Update Motion Warp Target
08:15
26 -Construct Native BT Task
13:00
27 -Rotate Enemy In Task
17:55
28 -Melee Attack Branch
09:01
29 -Does Actor Have Tag Decorator
08:55
30 -Duration Gameplay Effect
08:24
31 -Should Abort All Logic
09:17
32 -Guardian Attack Sound FX
07:16
33 -Section Wrap Up
01:29
1 -Hero Combat Abilities Section Overview
02:34
2 -Planning Ahead
01:47
3 -Two-Key Input Action
10:19
4 -Get Last Movement Input
10:25
5 -Rolling Distance
08:29
6 -Get Value At Level
06:44
7 -Rolling Sound FX
03:28
8 -Hero Hit React Ability
05:41
9 -Trigger Hero Hit React
04:39
10 -Hero Hit FX
06:25
11 -Compute Hit React Direction
10:45
12 -Hit React Tags
07:33
13 -Switch On Gameplay Tags
06:19
14 -Hit React Sound FX
02:27
15 -Hero Block Ability
12:49
16 -Add Gameplay Cue To Owner
14:00
17 -Is Valid Block
10:48
18 -Notify Successful Block
04:54
19 -Handle Successful Block
09:38
20 -Is Perfect Block
04:58
21 -Notify Perfect Block
08:31
22 -Initiate Counterattack
13:02
23 -Set Up Target Lock Ability
09:10
24 -Toggle Target Lock
06:17
25 -Get Available Targets
13:18
26 -Get Nearest Target
09:17
27 -Draw Target Lock Widget
09:40
28 -Set Target Lock Widget Position
11:14
29 -Execute Task On Tick
10:47
30 -On Target Lock Tick
06:26
31 -Orient To Target While Target Lock
08:43
32 -Switch To Target Lock Poses
09:26
33 -Target Lock Walk Speed
07:42
34 -Switch Target Input Action
06:45
35 -Target Lock Mapping Context
09:21
36 -Notify Switch Target
08:26
37 -Handle Switch Target
13:44
38 -Hero Death
13:26
39 -Tweaking Target Lock
05:07
40 -Section Wrap Up
02:16
1 -Ranged Enemy Section Overview
01:20
2 -Ranged Enemy Starting Weapon
07:39
3 -Glacer Starting Stats
04:28
4 -Glacer Hit React
08:38
5 -Ranged Behavior Tree
05:15
6 -Find Shooting Position
08:13
7 -Projectile Ability
08:29
8 -Projectile Class
12:56
9 -Spawning Projectile
07:55
10 -On Projectile Hit
09:14
11 -Handle Projectile Hit
12:39
12 -Projectile Spec Handle
10:58
13 -Make Projectile Spec Handle
03:00
14 -Projectile Sound FX
06:53
15 -Glacer Melee Ability
08:16
16 -Unblockable Attack
09:36
17 -Combat Test Map
08:03
18 -Section Wrap Up
00:52
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