Unreal Engine Video Game Architecture

This five day course will introduce the participant to gaming architecture and programming and the engineering practices used in the game industry today. 

5 days - $2,995.00

Prerequisites:

Basic computer coding is helpful.

Course Outline 

Introduction to Blueprints
Blueprint Editor interface
Creating Blueprint classes
The concept of parent-child inheritance
Placing nodes in the Event Graph
The Blueprint Graph execution

Variables, Operators, Function, Events & Macros
Creating Variables and Modifying their Properties
Variable Data Types
The Details Panel
Array, Set & Map
Getters and Setters
Using Arithmetic, Relational, and Logical Operators
Functions: Inputs and OutPuts
The Target Parameter
Custom Events, Macros, and their Differences
Macros vs. Events vs. Functions
Introduction to Program Flow
Branch Node, For Loop Node
Sequence Node

Building and Using Actor Classes
Adding Components to a BluePrint
Components Viewport
Construction Script
Events
Begin Play Event
Tick Event
Collision Events
Mouse Interaction
Actor Instances
Spawning Actors
Destroying Actors
Get all Actors of Class
Referencing Actors
Player Input
Input Mapping
Action Mapping

Axis Mapping
Input Action Events
Input Axis Events

Gameplay and Framework Classes
Common Classes
Game Mode
Assigning a Game Mode
Game State
Player Controller
Player State
Pawn Mode, Character & Vehicle
Character Movement
The HUD Class
Game Instance
Game Session

Simple Game Example
Game Classes
Game Rules
Creating the Project
BP_Game_Guidemode
Start Game Macro
Using the Macro
Clock Event
BP_Guide_HUD
Screen Coordinates
Event Begin Play
Function Init Statue
Actor Begin Overlap
Setting the Game Mode
Playing the Game

Advanced Blueprint Concepts
Arrays: Main Nodes
Sets
Maps
Structures
Break and Make Nodes
Split Struct Pin
Enumerations: Creating a Variable & Switch On
Data Tables: Action
Latent Functions: Delay & Timer
Retriggerable Delay
Loading Game Levels
Quitting the Game
Saving and Loading Data
Saving Game Blueprint
Create Save Game Object

Save Game to Slot
Loading Game from Slot
Deleting Game in Slot
Advanced Flow Control
Gate Node: Input and Output
Multigate Node
Do Once Node
Do N Node
Flip Flop Node
Sequence Node
For Each Loop Node
Switch On INT Node
Switch On String Node
Switch On Enum Node
Strings/Text
Format Text Node

Append Node
Math Expression Node
Lerp Node
Random Numbers from Stream

Blueprint Communication
Direct Blueprint Communication
Direct Blueprint Communication: Target
Casting in Blueprints
Level Blueprint Communication
Event Dispatcher
Blind Event Node
Blueprint Interface
Blueprint Interface: Creating the Functions
Adding to a Blueprint
Implement the Functions
Utility Functions

Unreal Motion Graphics
UMG Concepts
Designer Panel
Widgets
Title Screen
Game Title Image
Buttons with Image
On Clicked Event
Button Actions
Using the Title Screen
HUD Widget Blueprint
HUD Text
Score Functions
HUD Progress Bar

Blueprints in Action
Using Transform
World Coordinates
Location Functions
Relative Transform Functions
Points and Vectors
Vector Addition & Subtraction
Length of a Vector
Normalizing Vectors
Scalar Vector Multiplication
DOT Products
Actor Forward Vectors
Traces and Trace Types
HIT Result Struct
Line Trace for Objects
Multiline Trace for Objects
Line Trace by Channels
Multiline Trace by Channels
Shape Traces
Debugging
Spawning and Destroying
Attaching Actor to Component
Sounds: Playing Sounds at Locations
Sounds: Audio Components
Particles: Spawn Emitter at Location
Particles: Destroying

Animations
Set View Target with Blend
Timelines
Timelines as Variables
Tick Event and Delta Time
Interp To

Advanced Blueprint Functions
Modulo (%) Function
Clamp Function
Min and Max Functions
Set Material Functions
Enable Input
Set Input Game and UI
Teleport
Random Point in Bounding Box
The Select Node
Map Range Function
Actor Has Tag Function
Apply Damage Function
Overlapping Actor Function
Add Child Actor Component
Spawn Emitter Attached Function
AI Move To
AI Move To Input and Output
Execute Console Command