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Final project of the Udemy class: Unreal Engine C++ The Ultimate Shooter Course Many thanks to Stephen Ulibarri (@DruidMechanicsGameDevelopment) who is the instructor of this course. It was the best and the most comprehensive course I've ever taken. I recommend it to everyone. Topics covered are: -Character creation and movement -Input for PC and console controllers -Extensive use of Animation Blueprints (and Anim Instances, their C++ parents) -1D and 2D Blendspaces -Strafing -Turn-in-place -Aim Offsets -Inverse Kinematics -Animation Curves -Character lean when running -Crouching (with dynamic capsule resizing) -Turn hips while running -Weapon fire with recoil animations -Reloading -Weapon blast and impact particles -Weapon beam particles (smoke trails) -Bullet shell eject particles -Sound effects -Blending animations per bone, by bool, and by enum - play one animation with one part of the body (running or crouching) while simultaneously playing another animation with another part of the body (reload, aim, or weapon fire) -Attach and equip different weapons (pistols, submachine guns, assault rifles) -Automatic and semi-automatic gunfire -Move different gun parts (the clip/magazine, and pistol slide) during animations -Camera zoom while aiming -Dynamic crosshairs that spread in reaction to: -Character speed -Weapon fire -Aiming -Jumping -Different crosshairs per weapon -Widget components, showing: -Item names -Item types -Ammo counts -Item rarity -HUD animations -Full item inventory system -Data tables, in Blueprints and C++ -Curves to control: -Item movement during pickup -Color and brightness pulse for material effects -Material creation, including: -Post-process materials -Dynamic material instances -Setting material properties from C++ -Driving material properties with curves -Material functions -Blending materials together -Outline effects -Glow/pulse effects -Retargeting animations -Retargeting whole Animation Blueprints -Numerous gameplay algorithms -Use of data structures, including: -structs -enums -arrays -maps -and more -Animation montages -Anim Notifies for sounds, weapon trails, and custom notifies -Sync markers for footsteps and sync groups -The course comes with a huge amount of assets, including: -Sounds -Textures -Particle effects -Meshes -Delegates -Interfaces -Dynamic footsteps that spawn different sounds and particle systems depending on the surface type -Physical materials and surface types -Niagra particle systems -Line traces -Enemy AI -Behavior Trees and Blackboard Components -Multiple enemy types with varying levels of Health, Damage, Size and Movement Speed -Headshot damage, with: -Higher damage for headshots -Number widgets that pop up and animate with bullet hits -Different colored numbers for headshots -Character and enemy health bars -Enemy patrol, agro, chase and attack player -Death mechanics -Stun mechanics -Melee attacks with melee weapon trails -Explosives that cause damage and death -Level prototyping -Creating full levels based on our prototypes using professional assets -Light baking -Post-process effects Music I Use: https://www.bensound.com/royalty-free...