- Creating our Project
- Viewport Navigation basics
- Content browser and creaing our level
- Modeling our traps
- Creating our Trap Blueprint
- Moving the spikes
- 7. Blueprint Communication
- Add Ragdoll to the character
- Adding Black and White screen
- Adding Slow Motion
- Importing textures to Unreal
- Creating the Wasted Widget
- Adding the Widget to the screen
- Animating our Widget
- Showing our Wasted Animation when dead
- Adding Camera shake
- Adding the Wasted Sound
- Triggering the Dead only once
- Adding Materials to the Trap Blueprint
- Creating a simple level
What you'll learn
- How to navigate inside Unreal
- How to model inside Unreal
- How to code with Blueprints
- How to add Physics and Ragdoll
- How to make UI for your game
Description
If you want to create a game in Unreal Engine 5 but it feel overwhelming this tutorial will help you to get started. I will take you from an absolute beginner to create your first game mechanics!
Unreal Engine 5 allows you to create real time apps such as Games, Movies, Arch Viz and much more!
We will focus on working with Blueprints, a system that allows you to create code without writing! We will create some traps that move and when touching the player will make the game finish.
We will also learn how to model inside Unreal Engine 5, a new way of modeling inside the engine is a new feature that not many people are aware of.
Learn to create a GTA Wasted feature in Unreal Engine 5. In this UE5 Beginner tutorial you will learn how to model, use Blueprints to create traps and add multiple features like UI, Camera Shake and Ragdoll to have the GTA Wasted screen when your character dies.
In this course you will learn:
How to navigate inside Unreal
How to Model inside Unreal
How to create Blueprints
How to send messages between Blueprints
How to add Physics and Ragdoll
How to add UI to your game
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About the instructors
- 4.4 Calificación
- 25065 Estudiantes
- 13 Cursos
UNF Games
Industry veterans providing you the best tutorials in Unreal
Hello!
We are UNF Games. A group of Industry veterans that has worked together in multiple indie and AAA titles.
We are currently a group of three developers:
Mao - 3D environment artist who has worked previously in Ubisoft. He worked on titles like Skull and Bones and Immortal Fenyx Rising. He started using Unreal Engine since 2012 and is an Unreal Authorized Instructor partner for Epic Games.
Ram - Expert programmer who has worked in both indie and AAA titles. He has worked on Imp of the Sun and in other AAA titles. He is currently working on Sonus Requiem, an original IP made in Unreal Engine 5. Ram is also an Unreal Authorized Instructor partner for Epic Games.
Guillermo - Expert VFX artist with a huge emphasis on fantasy style effects. His attention to detail brings you one of the most detailed VFXs results when following his tutorials. He started using Unreal Engine since 2012 and had worked in multiple indie game titles as a VFX artist. He is currently the Crative Director for Sonus Requiem, an original IP made in Unreal Engine 5
Student feedback
Course Rating
Reviews
I felt that the lectures were so far very insightful and straight to the point. I look foward to learning more skills to create games from this teacher.
old version so it docent work now
Krótki i doskonały kurs. Klarownie przedstawione problemy poruszane w kursie. Nauczyłem się trochę więcej o Unreal Engine w efekcie wysiłku wykładowcy, który przedstawił ten kurs w sposób zrozumiały. Dziękuję. Skorzystałem z 3 kursów tego nauczyciela - i jestem pod dobrym wrażeniem. Problem był tylko z Shake Camera, ponieważ nody nie chciały u mnie działać. Rozwiązaniem problemu okazało się wstawienie component: CameraShakeSource jako obiekt dziedziczący po FollowCamera dla ThirdPersonCharacter. ---- :-) Short and excellent course. Clearly presented issues covered in the course. I learned a little more about Unreal Engine as a result of the lecturer's effort in presenting this course in an understandable way. Thank you. I have used 3 of this teacher's courses - and am well impressed. The only problem was with Shake Camera, as the nodes did not want to work for me. The solution to the problem turned out to be to insert component: CameraShakeSource as an object inheriting from FollowCamera for ThirdPersonCharacter.