Syllabus
Advanced Game Programming with Unreal Engine
We’ll learn the basics of the Unreal editor and its initial setup. From setup to understanding the Game Framework and using Blueprints, we’ll cover creating levels, class hierarchies, and project management. We’ll learn about BSPs, volumes, and folder structures. We’ll implement version control with Git and delve into gameplay development with Blueprints, addressing actors, events, variables, and functions. In addition, we will explore advanced concepts such as inheritance, polymorphism, and the use of delegates. This knowledge will allow us to effectively create dynamic environments and full games in Unreal Engine.
| Unreal Editor Basics and Initial Setup | Setup and Getting Started in Unreal Engine |
| Game Framework Fundamentals and Using Blueprints | |
| Understanding the Hierarchy and Class Types in Unreal | |
| Game Class Management and Use of Default Templates | |
| Fundamentals of Creating Levels and Spaces | |
| Introduction to BSP and Volumes for Level Design | |
| Global and Local Project Settings | |
| Organizing and Structuring Folders in Unreal Projects | |
| Implementing Version Control with Git in Unreal | |
| Gameplay Development with Blueprints | Actors in Unreal: Essential Types and Properties |
| Event Flows in Blueprints: EventGraph and Pivotal Events | |
| Variables in Blueprints: Definition and Use | |
| Custom Features and Events in Blueprints | |
| Managing Inputs and Outputs in Gameplay Interactions | |
| Actor Properties: Transformations, Physics, and More | |
| Delta Time and Play Cycle: Practical Applications | |
| Creating and Managing Classes and Objects in Blueprints | |
| Heredity and Polymorphism: Concepts and Applications | |
| Types of Components in Unreal: Creation and Practical Examples | |
| Using Delegates and Callbacks for Asynchronous Events | |
| Dynamic Creation of Environments with Construction Script and Level Actors |
We’ll explore the introduction to C++ programming for Unreal Engine. From the basics of object-oriented programming to the management of memory and data structures of the STL, we’ll cover the essential fundamentals. In addition, we will configure the development environment for C++ in Unreal, including the creation of projects, configuration of IDEs and development tools. Finally, we’ll dive into the game framework and advanced programming with C++, exploring concepts such as UObject, AActor, UClass, UStruct, and actor components. This knowledge will allow us to create more complex and optimized projects in Unreal Engine.
| Introduction to C++ programming for Unreal | Object-Oriented Programming Basics in C++ |
| Defining Classes, Attributes, and Methods in C++ | |
| Access Specifiers and Their Importance in Encapsulation | |
| Builders and Destroyers: Fundamentals and Copy Builder | |
| Inheritance in C++: Concepts, Types, and Conversions | |
| Polymorphism and Operator Overload: Virtual Methods and Override | |
| Static Attributes and Methods: Definition and Practical Use Cases | |
| C++ Memory Management: Pointers, Heap, and Stack | |
| Using Templates and Macros for Flexibility in C++ | |
| Standard Template Library (STL) Data Structures | |
| Configuring a development environment for C++ in Unreal | Configuring IDE and Libraries for C++ Development with Unreal |
| Creating and Configuring C++ Projects in Unreal | |
| Introduction to Development Tools: HotReload and LiveCoding | |
| Creating C++ Classes from the Editor and Using External IDEs | |
| Advanced Programming and Gaming Framework with C++ | Fundamentals of UObject and AActor in C++ |
| Differentiation and Application of UClass and UStruct | |
| Coding Standards and Macro Usage in Unreal | |
| Actor Components and Custom Component Creation | |
| Advanced Array Management with TArray in C++ | |
| Memory Management and Tag Usage for Organization in Unreal |
We’ll look at the advanced mechanics and gameplay systems in Unreal Engine. From character and NPC control to gameplay event management, we’ll cover every essential aspect. In addition, we will analyze software design and architecture patterns, such as the Command Pattern and the Singleton, for more efficient programming. We will also learn how to integrate C++ and blueprints for flexible development, including advanced delegate and event management. We’ll connect both languages for extended functionality and explore concepts like multiple inheritance and exception handling for more robust development in Unreal Engine.
| Advanced gameplay mechanics and systems | Game World Management and Testing in Unreal |
| Character and NPC Control: Pawn and Character | |
| Handling Player Controllers and Input Systems | |
| Inter-Class Communication and Gameplay Event Management | |
| Implementation of Animation Systems and Statuses | |
| Development of Artificial Intelligence and Particle Systems | |
| Integration of Sound Components for Immersive Environments | |
| Software Design and Architecture Patterns in Unreal | Applying the Command Pattern and Using UObjects |
| Singleton Implementation and Subsystems for State Management | |
| Data Persistence Strategies and Saving System | |
| Observer Pattern: Event and Delegate Management | |
| C++ and blueprint integration for flexible development | Advanced Delegate and Event Management in C++ and Blueprints |
| Multiple Inheritance and Polymorphism: Abstract and Virtual Classes | |
| Connecting C++ and Blueprints for Extended Functionality | |
| Exception Handling and Reflection in Unreal Engine |
We will apply all the knowledge acquired to complete a comprehensive project. This final project will not only consolidate our learning, but will also serve as a centerpiece in our portfolio, highlighting our capabilities for future opportunities in the video game development industry.
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