URE 102: Introduction to Unreal Engine Architecture
Students will demonstrate proficiency in implementing essential game elements such as player movement controls, physics, collectibles, spawn systems, visual effects, and basic user interfaces.
The Problem Solving Process
Solving One Problem at a Time
Overview of Visual Studio for Unreal Engine
Overview of JetBrains Rider for Unreal Engine
Choosing the IDE for You
Downloading Visual Studio via Unreal Engine
Installing Visual Studio via Unreal Engine
Downloading JetBrains Rider
Installing JetBrains Rider
Overview of Version Control
Creating a GitHub Account
Creating a New Repository
Cloning a Repository
Creating an Unreal Engine Project
Changing the Default Source Code Editor
Making Our First Commit
Pushing and Pulling Project Files
Building from the Solution File
Building the Solution File from Rider
Inspecting the Engine Source Code
Game Planning Session
Task Planning Session
Challenge_ Task Planning
Challenge Review_ Task Planning
Creating a New Class
Anatomy of a Class
Creating a Property
Exposing Properties with UPROPERTY
Challenge_ Creating Properties
Challenge Review_ Creating Properties
Creating Blueprint Objects
Understanding Components
Creating Components with Code
Attaching Components with Code
Attaching a Camera Component
Challenge Review_ Attaching a Camera Component
Changing Properties with Code
Creating Enhanced Input Assets
Challenge_ Adding Rotation Input Actions
Challenge Review_ Adding Rotation Input Actions
Creating the Enhanced Input Component Properties
Casting Components
Creating Functions
Binding Input Actions to Functions
Understanding Pawns and Player Controllers
Adding the Enhanced Input Mapping Context to the Player Controller
Challenge_ Binding the Rotate Input to a Function
Challenge Review_ Binding the Rotate Input to a Function
Simulating Physics
Finding a Solution for Adding Forces
Implementing the AddImpulse Function
Challenge_ Finding the Physics Rotation Solution
Challenge Review_ Finding the Physics Rotation Solution
Challenge Review_ Implementing the AddTorqueInRadians Function
Debugging the Torque Functionality
Finding the Local Propulsion Solution
Using the DrawDebugSphere Function
Planning a New Local Propulsion Solution
Implementing the Local Impulse Solution
Steadying Physics Rotations with Angular Damping
Modifying the Center of Mass
Creating Friction with Physics Material Overrides
Committing and Pushing to GitHub
Breaking Down the Tasks for the Goal Object
Researching the NotifyHit Function
Implementing the NotifyHit Function
Communicating with Other Classes
Challenge_ Creating a Boolean Toggle
Challenge Review_ Creating a Boolean Toggle
Challenge_ Creating the Landing Safely Functionality
Challenge Review_Creating the Landing Safely Functionality Part 01
Challenge Review_Creating the Landing Safely Functionality Part 02
Challenge Review_Creating the Landing Safely Functionality Part 03
Loading Levels with Code
Challenge_ Implementing the OpenLevel Function
Challenge Review_ Implementing the OpenLevel Function
Refactoring Code into Effective Functions
Challenge_ Loading Levels from the Goal Object
Challenge Review_ Loading Levels from the Goal Object
Planning the Safe Landing Velocity Functionality
Challenge_ Getting the Velocity of an Object
Challenge Review_ Getting the Velocity of an Object
Fixing the MaxLandingVelocity Bug
Playtesting for Exploits
Exploring Solutions for Out of Bounds Exploits
Creating Triggers
Creating an Actor Component Class
Connecting Components to Owners with Code
Matching Component Function Signatures
Finding Component Signatures in the Source Code
Implementing Custom Component Functionality
Planning the Mover Component
Challenge_ Creating an Obstacle Blueprint
Challenge Review_ Creating an Obstacle Blueprint
Creating the Mover Component Class
Implementing the Mover Functionality
Setting the Root Component Mobility with Code