
( view docs) Section 4 – Time of Dayĭynamic time of day, advanced player spawning, and a basic game loop. ( view docs wiki mirror) Section 5 – Networking ( view docs) Section 3 – Zombie AIĪI “Zombie” enemy using PawnSensing and Behavior Tree. Deals with damage, death, and respawns for players. Weapon support for the character, a flashlight, UT-style inventory with an on-character visual representation of the carried items. ( view docs) Section 2 – Weapons, Death & Inventory Third-person character movement with animation, object interaction, simple hunger system, all with multiplayer support. The project was developed in distinct sections along with some guiding documentation. I recommend reading up on them in my Gameplay Framework guide.īelow you can find documentation for each of the sections created at the time of release. I written have a collection of C++ Tutorials myself over the years that you can access freely.Īnd finally, to understand the core classes we use such as Actors, PlayerControllers, and Pawns. Use this collection of Unreal Engine Tutorials for a variety of tutorials and places to learn. Have a look at the official Getting Started page to get you up to speed. If you are completely new to Unreal Engine I recommend you first get yourself comfortable with the editor. The course takes you from the basics of setting up your third-person character all the way to building an ability system, creating AI opponents, performance profiling, multiplayer support, and a ton more!
UNREAL ENGINE 4 C++ FULL
If you are looking for a more step-by-step guide to learning C++ and Unreal Engine then I recommend checking out my full Unreal Engine C++ Pro Course. There are six sections linked below with some basic documentation to navigate you through the code. However, the project is a great way to browse and analyze how C++ games are made. It might not be recommended to immediately dive into this sample game if you have no prior C++ experience. The game continues for as long as there is at least one player alive. Players score points as they survive the night and by killing zombies. If a player dies during the night, he will respawn at sunset as long as there is at least one other player still alive. Keep an eye out for your energy levels as low energy will hurt your health. For the duration of the night, zombies appear, any existing zombies become active and start moving around the map. The gamemode features an accelerated day/night cycle, during the day players can collect items, equipment and setup defenses for the night to come. This is a neat trick to throw fuzed bombs are your enemy, or to throw food/equipment to your co-op buddy. Left-clicking while carrying an object will throw it in the view direction. you can rotate the carried objects using the scroll-wheel and the 1 & 2 numeric keys. Examples include the red barrier and the bomb actor. Using the middle-mouse button, any physically simulated object can be picked up and moved around. Some of the objects in the world can be interacted with (Hotkey “E”) These include the assault rifle, flashlight, cupcake, and bomb.Ĭonsuming food restores hitpoints and energy while interacting with the bomb sets the fuze. These audio files were kindly provided by can be used in your own projects too! Object Interaction The zombie has audio responses for many of the events including when sensing a player, idling, wandering, chasing, getting hit, dying, attacking, etc. The AI is able to sense gunshots and footsteps and will attack the player on sight in a furious sprint. Zombie AIĮnemy AI wanders around the area during the night and moves towards noises made by the player. The animations are from the Animation Starter Pack, freely available on the Unreal Engine marketplace. On top of that AnimMontages are used to blend weapon reloading and equipping. along with a special “Idle Break” animation that is played whenever a player is idle for a small period of time. It includes sprinting, crouching, aiming down sights, weapon fire recoil, etc. The project includes an advanced animation blueprint setup for the player character. Any time you specify an AnimNotify in your animations you can implement this event in the EventGraph of the AnimationBlueprint for that character. One of the more advanced features included is the custom AnimNotify that calls for the exact moment during the animation we must switch the mesh from being in the character’s hands to his back or pelvis. These weapons can be carried on the character’s back (rifle) and pelvis (flashlight) using Sockets. Players spawn with an assault rifle and a flashlight.
