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Unreal Engine 5 C++- Make Your Own Action Combat Game

  • Development
  • May 01, 2025
SynopsisUnreal Engine 5 C++: Make Your Own Action Combat Game, availa...
Unreal Engine 5 C++- Make Your Own Action Combat Game  No.1

Unreal Engine 5 C++: Make Your Own Action Combat Game, available at $84.99, with 122 lectures, and has 102 subscribers.

You will learn about Build action-packed combat systems with Unreal Engine 5 and C++. Master dynamic animations to make your characters fight like pros. Create enemy AI that’s relentless and keeps players on their toes. Develop scalable stat systems using maps and enums. Get hands-on with advanced C++ coding, writing over a thousand lines. Navigate Unreals docs to find exactly what you need, fast. Learn to use interfaces and design patterns like the observer pattern. Debug like a boss to prevent memory leaks and keep your game smooth. This course is ideal for individuals who are Perfect if you want to get into the ever-growing popular action combat genre to make your dream game, your way! or Great if you want to learn best practices the first time, so you don’t find yourself in a mess with unmaintainable codebases. or Ideal if you have a solid grasp of C++ concepts but are new to game development. It is particularly useful for Perfect if you want to get into the ever-growing popular action combat genre to make your dream game, your way! or Great if you want to learn best practices the first time, so you don’t find yourself in a mess with unmaintainable codebases. or Ideal if you have a solid grasp of C++ concepts but are new to game development.

Enroll now: Unreal Engine 5 C++: Make Your Own Action Combat Game

Summary

Title: Unreal Engine 5 C++: Make Your Own Action Combat Game

Price: $84.99

Number of Lectures: 122

Number of Published Lectures: 122

Number of Curriculum Items: 122

Number of Published Curriculum Objects: 122

Original Price: $199.99

Quality Status: approved

Status: Live

What You Will Learn

  • Build action-packed combat systems with Unreal Engine 5 and C++.
  • Master dynamic animations to make your characters fight like pros.
  • Create enemy AI that’s relentless and keeps players on their toes.
  • Develop scalable stat systems using maps and enums.
  • Get hands-on with advanced C++ coding, writing over a thousand lines.
  • Navigate Unreals docs to find exactly what you need, fast.
  • Learn to use interfaces and design patterns like the observer pattern.
  • Debug like a boss to prevent memory leaks and keep your game smooth.
  • Who Should Attend

  • Perfect if you want to get into the ever-growing popular action combat genre to make your dream game, your way!
  • Great if you want to learn best practices the first time, so you don’t find yourself in a mess with unmaintainable codebases.
  • Ideal if you have a solid grasp of C++ concepts but are new to game development.
  • Target Audiences

  • Perfect if you want to get into the ever-growing popular action combat genre to make your dream game, your way!
  • Great if you want to learn best practices the first time, so you don’t find yourself in a mess with unmaintainable codebases.
  • Ideal if you have a solid grasp of C++ concepts but are new to game development.
  • Ready to create third-person melee combat moments like your favourite AAA brawler games, and take your C++ skills to a new level in UE5?

    Even if you’re not a combat designer, this course is an awesome way to power-up your game dev toolkit. We’ll kick things off by coding a component for locking onto enemies, so you don’t have to keep messing with the camera. Focus on the fight, not the fiddling!

    Next up, we’re diving into player combat. Learn how to make your game feel dynamic by cycling through multiple attack animations. Your characters won’t just fight—they’ll perform.

    And what’s combat without a killer stat system? You’ll build a scalable stat system using maps and enums. This makes sure your game can grow without turning into a tangled mess of code. It’s all about writing clean, scalable code that lasts.

    The enemies in your game won’t just stand there—they’ll be fierce! You’ll code an enemy AI that throws fireballs, charges at players, and keeps them on their toes. Your battles will be tough and thrilling, just like in the best action games.

    This course isn’t like most others. We’re using C++ to write 90% of the game’s logic. Get ready to write over a thousand lines of codeand pick up loads of new C++ tricks.

    That’s a game-changer for anyone wanting to master Unreal Engine 5. You’ll learn to use interfaces and design patterns like the observer pattern to make your game smart and efficient.

    By the end, you’ll know how to build a game using advanced C++ skills and make it run smoothly. You’ll get confident with Unreal’s documentation, debug like a pro, and keep your code nice and tidy with best practices.

    Got the basics of C++ down? Awesome! If you know your variables, conditional statements, classes, and methods, you’re ready to roll. This course will take you from basics to building a full-on action combat game.Avoid the nightmare of messy codebases and learn to do things right from the start.

    So, what are you waiting for? Jump in, start coding, and let’s create something epic together(pun intended!).

    Course Curriculum

    Chapter 1: Introduction & Setup

    Lecture 1: Installing Unreal and Visual Studio

    Lecture 2: Starting a New Project

    Lecture 3: Check Out the Book

    Lecture 4: Accessing Our Projects

    Lecture 5: Community & Support

    Chapter 2: Character Movement

    Lecture 1: Section Intro – Character Movement

    Lecture 2: Importing the Player and Enemy Models

    Lecture 3: Adding Animation Blueprints

    Lecture 4: Adding Animation Blendspaces

    Lecture 5: Playing Animation Blendspaces

    Lecture 6: Creating a C++ Anim Instance Class

    Lecture 7: Unreal Properties

    Lecture 8: Converting Nodes Into Functions

    Lecture 9: Function Specifiers

    Chapter 3: Lockon System

    Lecture 1: Section Intro – Lockon System

    Lecture 2: Debugging File Updates

    Lecture 3: Creating an Actor Component Class

    Lecture 4: Adding Input Actions

    Lecture 5: Understanding Tracing and Channels

    Lecture 6: Performing Traces With C++

    Lecture 7: Locking the Camera and Player

    Lecture 8: Rotating the Player Toward the Target

    Lecture 9: Adjusting the Camera

    Lecture 10: Ending the Lockon

    Lecture 11: Breaking the Lockon

    Lecture 12: Adding a Target Widget

    Lecture 13: Adding Interfaces

    Lecture 14: Validating Interfaces

    Lecture 15: Implementing Interface Functions

    Lecture 16: Combat Locomotion

    Lecture 17: Observer Pattern

    Lecture 18: Calculating the Player’s Direction

    Lecture 19: Lockon Section Cleanup

    Chapter 4: Player Combat

    Lecture 1: Section Intro – Player Combat

    Lecture 2: Grabbing Socket Locations and Rotations

    Lecture 3: Adding Tracing to Our Weapon

    Lecture 4: Drawing Debug Shapes

    Lecture 5: Storing Animation Montages

    Lecture 6: Playing Combo Attacks

    Lecture 7: Animation Notifications

    Lecture 8: Enabling Root Animations

    Lecture 9: Overriding Virtual Functions

    Lecture 10: Applying Damage to Opponents

    Lecture 11: Ignoring Targets

    Lecture 12: Animation Notify States

    Chapter 5: Stats

    Lecture 1: Section Intro – Stats

    Lecture 2: Creating Maps

    Lecture 3: Defining Enums

    Lecture 4: Instantiating Components

    Lecture 5: Reducing Character Health

    Lecture 6: Reducing Stamina

    Lecture 7: Checking for Stamina

    Lecture 8: Adding Sprinting

    Lecture 9: Draining Stamina

    Lecture 10: Stamina Regeneration

    Lecture 11: Adding a Regeneration Delay

    Chapter 6: Enemy Behaviour

    Lecture 1: Section Intro – Enemy Behavior

    Lecture 2: Starting the Boss Animation

    Lecture 3: Pawn Sensing

    Lecture 4: Running a Behavior Tree

    Lecture 5: Blackboard Decorator

    Lecture 6: Setting and Getting Blackboard Keys

    Lecture 7: Creating Behavior Tasks

    Lecture 8: Playing the Ranged Attack Animation

    Lecture 9: Creating a Projectile Actor

    Lecture 10: Spawning the Projectile

    Lecture 11: Rotating the Projectile

    Lecture 12: Rotation Interpolation

    Lecture 13: Rotating With Anim Notify States

    Lecture 14: Collision Overlap Event

    Lecture 15: Changing Particle System Templates

    Lecture 16: Setting Timers

    Lecture 17: Disabling Collision

    Lecture 18: Applying Damage to Players

    Lecture 19: Generating Random Values

    Lecture 20: Switching to the Charge State

    Lecture 21: Animations With State Machines

    Lecture 22: Playing the Charge Animation

    Lecture 23: Overriding the TickTask Function

    Lecture 24: AI Move Requests

    Lecture 25: Binding a Function to an Event

    Lecture 26: Boosting the Characters Speed

    Lecture 27: Finishing Latent Tasks

    Lecture 28: Unreal Structures

    Lecture 29: Refactoring the Trace Component

    Lecture 30: Supporting Damage on the Enemy

    Lecture 31: Creating Behavior Tree Services

    Lecture 32: Aborting a Task

    Lecture 33: Switching to the Melee State

    Lecture 34: Actor Move Requests

    Lecture 35: Finishing the Melee Task

    Lecture 36: Selecting Random Attacks

    Lecture 37: Grabbing the Animation Duration

    Lecture 38: Switching to the Range Attack

    Instructors

  • Unreal Engine 5 C++- Make Your Own Action Combat Game  No.2
    GameDev.tv Team
    Learn to Make and Sell Games
  • Unreal Engine 5 C++- Make Your Own Action Combat Game  No.3
    Luis Ramirez Jr
    Frontend Software Engineer Instructor
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