What you'll learnHow to make a Turn-Based Tactical game in Unreal Engine from start to finish
Blueprint and programming. This is the focus of the course
Other core elements of the engine: Widgets, Animation Blueprints, Structures, Enums, Interfaces, Materials, Data Tables
Import and integrate Static Meshes, Skeletal Meshes, Animations, Textures
RequirementsBeginner knowledge of Unreal Engine
Beginner knowledge of programming (variables and functions)
DescriptionIn this course, you will learn how to make a Turn-Based Tactical game in Unreal Engine from start to finish.On top of all the lectures, by buying this course, you will also have access to:My version of the project at the end of every video to help follow along (fully commented)All the assets used in the projectA copy of the version available on the Epic Games Marketplace (Download in lecture 66)Main elements covered by the course:Top down camera movementTurn-based tactical combat on a gridDynamic grid (Square, Hexagon and Triangle)Grid based pathfindingBasic tactical AIOverworld navigationIn game debug menu to test all the featuresPlayer actions system to execute all kinds of actions by only using the left and right mouse buttonsMultiple example of unit types, spells, AIs and levelsEngine versions:For this course, if you're a beginner, I strongly recommend using Unreal 4,27 as it is the most stable version of the engine. If you prefer, you can also use 4,25 or 4,26 without any problem.As for Unreal 5, it should also work (except 5,0), but you will need to do some minor changes here and there. Also, since this engine isn't as stable as Unreal 4, I don't recommend using it while learning the basics. You can always switch the project to Unreal 5 in the future.
OverviewSection 1: Introduction
Lecture 1 Tutorial Trailer
Lecture 2 Project Overview
Section 2: Project Setup And Player Controls
Lecture 3 Source Control And Project Creation
Lecture 4 Project Setup
Lecture 5 Camera Controls
Lecture 6 Widget with Tabs
Lecture 7 Console Commands Tab
Lecture 8 Camera Debug Tab
Section 3: Grid And Levels
Lecture 9 Material Instances And Guides For The Grid
Lecture 10 Levels Creation
Lecture 11 Grid Preparation
Lecture 12 Beginning Of The Grid
Lecture 13 Grid Alignment
Lecture 14 Grid Debug Tab
Lecture 15 Grid Debug Lines
Lecture 16 Level Loading
Lecture 17 Grid Based On Environment
Lecture 18 Obstacles
Lecture 19 Separate Visual From Data
Section 4: Player Actions
Lecture 20 Tile Under Cursor
Lecture 21 Tile Color
Lecture 22 Actions System
Lecture 23 More Grid Actions
Lecture 24 Adding Text On Tiles
Section 5: Pathfinding
Lecture 25 Tile Neighbors
Lecture 26 A* Pathfinding
Lecture 27 Path Data On Tiles
Lecture 28 Slow Down The Pathfinding
Lecture 29 Different Ground Types
Lecture 30 Tactical Grid
Section 6: Units
Lecture 31 Units Creation
Lecture 32 Widget To Select Units
Lecture 33 Place Units On Grid
Lecture 34 Unit Under Cursor
Lecture 35 Move Units On The Grid
Lecture 36 Reachable Tiles
Section 7: Spells
Lecture 37 First Spell
Lecture 38 Spell Range
Lecture 39 Line Of Sight
Lecture 40 Area Of Effect (AoE)
Lecture 41 More Spells
Lecture 42 Spells Bar
Section 8: Combat Mechanics
Lecture 43 Killing Units
Lecture 44 Damage Numbers And Health Bars
Lecture 45 Unit Teams
Lecture 46 Combat Flow
Lecture 47 Combat Movement
Lecture 48 Attack In Combat
Lecture 49 Ending Combat
Lecture 50 Restore Grid
Lecture 51 Spells With Different Costs
Lecture 52 Spells Cooldown
Section 9: Basic AI
Lecture 53 AI Setup
Lecture 54 Walking AI
Lecture 55 Attacking AI
Lecture 56 Complete AI Flow
Lecture 57 Custom AI
Section 10: Combat UI
Lecture 58 UI Improvements
Lecture 59 Spell Info Tooltip Widget
Section 11: Overworld
Lecture 60 Overworld Navigation
Lecture 61 Group Units In Overworld
Lecture 62 Overworld Combats
Section 12: Finalizing Project
Lecture 63 Overworld Scenarios
Lecture 64 Combat Scenarios
Lecture 65 Main Menu And Package
Lecture 66 Marketplace and Bug Fixing
Lecture 67 Unreal 5 Enhanced Input
Beginner Unreal Engine users who want to learn how to develop a whole game
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