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Unreal Engine Developer Course - Section 3 - Building Escape

This is the Unreal Engine Developer course – it started as a runaway success on Kickstarter and has gone on to become one of the bestselling Unreal courses on the internet! Continually updated in response to student suggestions, you will benefit from the fact we have already taught over 360,336 students game development, many shipping commercial games as a result.

You're welcome to download, fork or do whatever else legal with all the files! The real value is in our huge, high-quality online tutorials that accompany this repo. You can check out the course here: Unreal Engine Developer

In This Section

1 Intro, Notes & Section 3 Assets

2 S03 Game Design Document (GDD)

The Concept, Rules and Requirements of our simple game.

3 Version Control 101

4 Ignoring Unreal Derived Files

5 Your First .gitignore for Unreal

6 Getting to Know Unreal’s Editor

A Pointers Primer

7 Unreal’s Class System

7b Cloning and Building Our Code

8 Runtime Messages for Feedback

Useful Links

9 Accessing Object Names

9b Include What You Use For 4.17+

10 Getting Transforms in C++

11 Moving Objects With C++

12 Laying Out Geometry

13 Applying Materials

14 Macros Starting with UPROPERTY

15 Using Trigger Volumes

16 Unreal’s PlayerController

17 Using Collision Volumes

18 Using GetTimeSeconds()

19 Grabbing System Overview

20 Modifying the Default Pawn Actor

21 Inherit Game Mode Blueprint

22 Getting Player Viewpoint

23 Using DrawDebugLine

24 Line Tracing AKA Ray-Casting

25 LineTraceSingleByObjectType()

26 REFERENCES & POINTERS

27 Resetting Your Unreal Project

28 Using FindComponentByClass()

29 Introducing Input Binding

30 Accessors & Memory Layout

31 Reducing Code in “Hot Loops”

32 Using Physics Handles

Useful Links

33 Refactoring Rules

34 Introducing Unreal’s TArray

35 Iterating over TArray with for

36 Debugging Game Issues

37 Managing Texture Tiling

38 Pointer Protection Process

39 Exposing Events to Blueprint

40 Using Blueprint Timeline

41 Everything in its Place

42 Using Variables in Blueprint

43 SFX & Audio Clips

XX Section 3 Wrap-Up