1 - Welcome! (Course Structure) _ Tom Looman
2 - GitHub Repository and Blank C++ Project _ Tom Looman
3 - Project Walkthrough and first C++ Class UNREAL ENGINE 5.0EDITOR BASICS _ Tom
4 - Adding Components (Third-person Camera) _ Tom Looman
5 - Binding Movement Input _ Tom Looman
6 - Character Setup & Course Content (GitHub Commit Example) _ Tom Looman
7 - Character Input & Rotations _ Tom Looman
8 - Magic Projectile Attack _ Tom Looman
9 - Assignment 1 (Character Setup, Magic Projectile, Explosive Barrel) _ Tom Loo
10 - C++ Interfaces (Interacting with Actors) _ Tom Looman
11 - ActorComponents & Collision Traces (InteractionComponent) _ Tom Looman
12 - Animations and Timers (Improving the Attack) _ Tom Looman
13 - What is Unreal's Blueprint
14 - Blueprint Interaction & Casting _ Tom Looman
15 - Animating in Blueprint _ Tom Looman
16 - Projectile Blueprint & Collision _ Tom Looman
17 - Assignment 1 Solution Review _ Tom Looman
18 - Hotreload Warning _ Tom Looman
19 - Debugging C++ & Blueprints (Logging, Breakpoints, Drawing Debug Shapes) _ T
20 - Camera Changes & First UMG Widget (Crosshair) _ Tom Looman
21 - Assignment 2 (Blackhole Projectile, Dash Ability, Targeting) _ Tom Looman
22 - 'Asserts' for pro-active detection of bugs _ Tom Looman
23 - Attribute Component (RPG-style) _ Tom Looman
24 - Event-based principles with UMG (Health Change Events) _ Tom Looman
24 - UMG with Data Bindings (Health Bar) _ Tom Looman
26 - Animating UMG Widgets _ Tom Looman
27 - Dealing Damage with Attributes (Explosive Barrel) _ Tom Looman
28 - Intro & Projectile Collision Fix _ Tom Looman
29 - Material Basics (Shaders) _ Tom Looman
30 - Hit Flash Material & Driving Material parameters through C++ _ Tom Looman
31 - Simple Dissolve Materials (Textures) _ Tom Looman
32 - Creating Re-usable Material Functions _ Tom Looman
33 - Materials for User Interface (UMG) _ Tom Looman
34 - Assignment 2 Solution Review _ Tom Looman
35 - Creating Sound Cues _ Tom Looman
36 - Animation Blueprints & Handling Player Death _ Tom Looman
37 - Projected 3D UI (Damage Numbers) _ Tom Looman
38 - Assignment 3 (Health - Damage, Audio, Projectiles, UI) _ Tom Looman
39 - AI Overview (Behavior Trees, Blackboards, EQS) _ Tom Looman
40 - Bot Behaviors and Movement _ Tom Looman
41 - Custom Check Attack Range Service for BT _ Tom Looman
42 - Custom C++ BT Task for Ranged Attacks _ Tom Looman
43 - Environment Queries for smarter movement _ Tom Looman
44 - Adding Sight with Pawn Sensing Component _ Tom Looman
45 - Improving Bot Animations & C++ Asserts _ Tom Looman
46 - Assignment 3 Solution Review _ Tom Looman
47 - Assignment 4 (Expanding AI Behavior) _ Tom Looman
48 - EQS to find bot spawnpoints _ Tom Looman
49 - GameMode with custom AI spawn behavior _ Tom Looman
50 - Further AI improvements (Damage, Death, Ragdolling) _ Tom Looman
51 - More senses for AI (Reacting to Damage) _ Tom Looman
52 - Helpful utilities for game framework (static functions) _ Tom Looman
53 - Improving bot firing logic (weapon accuracy, collision checks) _ Tom Looman
54 - Damage feedback through Hitflash effect _ Tom Looman
55 - 3D (Projected) Health bar with C++ _ Tom Looman
56 - Updating HUD Widgets (Health, Credits, GameTime) UMG Learning Resources _
57 - Setup Proper Player Spawn _ Tom Looman
58 - Adding Debug Commands _ Tom Looman
59 - Assignment 4 Solution Review _ Tom Looman
60 - Refining Player Respawns _ Tom Looman
61 - Console Variables for debugging and game balancing _ Tom Looman
62 - Assignment 5 (Credits System, EQS Spawning) _ Tom Looman
63 - What is GAS and why write our own
64 - Starting our Action System and first Action (Sprinting) _ Tom Looman
65 - Converting the Projectile Attacks to Actions _ Tom Looman
66 - Improving the Physics Impulses on bot ragdolls _ Tom Looman
67 - Setting up GameplayTags _ Tom Looman
68 - Comparing Tags in our Action System (Granting and Blocking Tags) _ Tom Loom
69 - GameplayTags for DOOM-style Door & Keycard system _ Tom Looman
70 - Parrying Attacks using GameplayTags _ Tom Looman
71 - Assignment 5 Solution Review _ Tom Looman
72 - Creating Buffs & Debuffs (Damage over Time Effect) _ Tom Looman
73 - Improving World Interaction with UI Feedback _ Tom Looman
74 - Assignment 6 (Rage, Thorns, Power-up, Spotted UI) _ Tom Looman
75 - What is Network Replication
76 - Networking the world interaction logic (RPCs) _ Tom Looman
77 - Networking the Treasure Chest (RepNotify) _ Tom Looman
78 - Authority and Actor instances on Clients _ Tom Looman
79 - Networking the Attributes & UI state (Health) _ Tom Looman
80 - Blueprint Networking _ Tom Looman
81 - Networking the Action System _ Tom Looman
78 - Assignment 6 Solution Review _ Tom Looman
79 - Assignment 7 (Replicating Attributes & Power-ups) _ Tom Looman
80 - Preparing the Actions with on-screen logging _ Tom Looman
81 - Networking UObjects & Actions (Action System) _ Tom Looman
82 - Note on RepNotify behavior _ Tom Looman
83 - Code flow and execution between Clients and Server _ Tom Looman
84 - Limiting Authority of the Client _ Tom Looman
85 - Networking remaining features (Sprint, etc.) _ Tom Looman
86 - Improving on Event-based UI UNREAL ENGINE 5.0 _ Tom Looman
87 - Setup core Save & Load Functionality (SaveGame & Slots) _ Tom Looman
88 - Serializing Player Progression (PlayerState) _ Tom Looman
89 - Serializing World Transforms (World State #1) _ Tom Looman
90 - Serializing Any Variables Automatically (World State #2) _ Tom Looman
91 - Serializing Blueprints & Saving via Actor Interaction _ Tom Looman
92 - Assignment 7 Solution Review _ Tom Looman
93 - Creating Main Menus with UMG _ Tom Looman
94 - Creating In-Game Menus _ Tom Looman
95 - Setup Widgets & Event-based logic for Buffs & Debuffs _ Tom Looman
96 - Finishing Buff Bar & Animated materials for UI _ Tom Looman
97 - Syncing ActionEffect (Duration) for Multiplayer _ Tom Looman
98 - Widget Styling (HUD & Menus) _ Tom Looman
99 - Animation State Machines (Stunned Effect) & C++ AnimInstance _ Tom Looman
100 - Blend Poses & Blend Spaces (Floating Sprint Animation) _ Tom Looman
101 - Status Text for Interactables (UMG) & C++ Loc Text _ Tom Looman
102 - Data Tables & Data Assets (Setup for Bot Spawns) _ Tom Looman
103 - Soft References (Size Map, Reference Viewer) _ Tom Looman
104 - Primary Assets & Async Loading (Asset Manager) _ Tom Looman
105 - Cooking Content & Packaging _ Tom Looman
106 - Profiling Basics & Stat Commands _ Tom Looman
107 - Unreal Insights for CPU & LoadTimes _ Tom Looman
108 - Fixing up log warnings and errors _ Tom Looman
109 - Improving the SaveGame, Collisions & UI _ Tom Looman
110 - WARPSQUAD Project Workflow Demo _ Tom Looman
111 - Where to go next... _ Tom Looman
112 - Programming with Subsystems (UGameInstanceSubsystem) _ Tom Looman
113 - Extending Editor & Project Settings (UDeveloperSettings) _ Tom Looman