Unreal Engine C++ Developer: Learn C++ and Make Video Games

Created in collaboration with Epic Games. Learn C++ from basics while making your first 4 video games in Unreal

All Levels 4.5(38,283 Ratings) 197,464 Students enrolled
Created by Ben Tristem Last updated 12/2019 English English [Auto-generated]
What will i learn?
  • C++, the games industry standard language.
  • How to use the Unreal Engine 4 Editor.
  • Git as a version control and backup system.
  • Object Oriented Programming and how to put it into practice.
  • Sound effects and audio to add depth to your games.
  • Game design principles.
  • Programming patterns and best practices.
  • Unreal's Terrain Editor to create epic landscapes.
  • Artificial Intelligence behaviour programming for enemies.
  • Strong and transferable problem solving skills.
  • Modern game development technologies and techniques.
  • A fundamental understanding of computers.
  • Write code that is clean and to understand.
  • Unreal Gameplay Framework to make games easily.
  • Advanced vehicle physics.
  • Blackboard and Behaviour Tree for customizable AI.
  • Animation Blueprint for custom character animation.
  • C++ template programming to reduce repetition.
  • Vector maths for game play and physics calculations.

Curriculum for this course
298 Lectures 42:55:04
Introduction and Setup
7 Lectures 00:46:17
  • Meet The GameDev.tv Community 00:05:58
  • Compilers & VS Community 00:06:13
  • Install Prerequisites On MacOS 00:05:05
  • Build Unreal From Source (Linux) 00:13:56
  • Install Unreal Engine 4.22 00:04:35
  • Also Install Visual Studio Code 00:09:11
  • Section Wrap-up 00:01:19
  • ABOUT THE RE-MASTER IN 2019 00:00:32 Where To Find Lecture Resources 00:00:16 Antivirus Warnings 00:00:19 Want to Focus on Blueprint? 00:00:04
  • Introducing Triple X & Gavin 00:01:42
  • Triple X Game Design Doc 00:05:00
  • The Structure Of C++ By Example 00:07:39
  • Your First Program 00:06:59
  • Hello, World! 00:08:16
  • Variables 00:08:03
  • const & Assigning Values 00:06:18
  • Statements & Comments 00:05:27
  • Naming & Self Documenting Code 00:07:14
  • Getting User Input 00:08:56
  • Using if and else in C++ 00:07:50
  • Functions 00:11:01
  • Returning Data From Functions 00:08:33
  • Function Parameters 00:08:54
  • Comparing Values 00:08:09
  • Generating Random Number Ranges 00:11:36
  • Triple X Quiz 1 5 questions
  • Triple X Quiz 2 5 questions
  • Triple X Quiz 3 3 questions
  • Saving Files 00:00:10 A note about red underlines 00:00:51 MSVC Compilation Warnings [Windows Only] 00:00:11
  • Hi I'm Mike 00:01:16
  • Introduction To Bull Cow Game 00:04:30
  • Importing Bull Cow Game 00:07:32
  • The Game Module X Could Not Be Loaded 00:01:12
  • A Look Around Unreal 00:05:35
  • Controlling The Viewport 00:04:01
  • Editing Actors In Our Level 00:10:05
  • Adding Actors To The Level 00:04:54
  • Editing the Landscape 00:07:44
  • Setting Up VS Code In Unreal 00:04:11
  • Actors And Components 00:05:07
  • Using The In Game Terminal 00:08:16
  • Unreal's Types - FString 00:03:46
  • The TEXT Macro 00:03:11
  • Bull Cow Basic Game Loop 00:04:42
  • Accessing Player Input 00:02:53
  • Coding The Basic Game Loop 00:08:58
  • Member Variables 00:06:13
  • Solving Slow Compile Times 00:04:27
  • The Full Game Loop 00:05:16
  • Pseudo Code 00:10:17
  • Creating Our First Function 00:09:52
  • Finding And Replacing In VS Code 00:08:06
  • The C++ Dot Operator 00:05:39
  • Formatting FStrings 00:17:43
  • Booleans 00:17:49
  • Pre vs Post Increment / Decrement 00:18:27
  • Parameters And Arguments 00:08:51
  • Early Returns 00:14:22
  • Structure Of An FString 00:21:27
  • Const Member Functions 00:06:17
  • Looping In C++ 00:15:17
  • Checking Characters Part 1 00:09:01
  • Checking Characters Part 2 00:12:36
  • TArray Of Hidden Words 00:07:49
  • Advanced Cursor Usage In VSCode 00:05:33
  • TArray Functions .Num() 00:06:14
  • Logical Operators 00:06:41
  • TArray Functions Adding And Removing 00:16:26
  • Range-Based For Loop 00:05:33
  • A Quick Look At Memory 00:05:02
  • Introduction To References 00:13:59
  • Random And The UE4 Docs 00:13:49
  • Out Of The Frying Pan 00:03:41
  • Out Parameters 00:14:58
  • Break Out Of A Loop 00:02:48
  • Structs 00:11:13
  • Bull Cow Wrap Up 00:00:48
  • Quiz 1 4 questions
  • Quiz 2 4 questions
  • Quiz 3 3 questions
  • Quiz4 5 questions
  • Quiz 5 4 questions
  • Non-English characters 00:00:08 Terminal Actor: Non-English Characters Unsupported 00:00:06
  • What's Coming Up 00:01:30
  • Welcome To Building Escape 00:02:11
  • Building Escape End Goal 00:05:05
  • Setting Up The Building Escape Project 00:05:47
  • Pointer Primer 00:04:45
  • Unreal’s Classes and Components 00:09:18
  • Deleting A Class 00:03:53
  • Logging To The Output Log 00:07:02
  • Project Settings: Default Startup Level 00:01:40
  • Accessing An Object’s Name 00:15:14
  • Getting An Actor’s Transform 00:13:11
  • Importing Custom Meshes 00:19:29
  • Using BSP For Basic Building Blocks 00:20:20
  • Basic Lighting 00:05:50
  • Transforming Material Textures 00:16:46
  • Rotating An Actor With Code 00:19:49
  • Object Collision 00:16:36
  • Using Linear Interpolation 00:14:53
  • Relative Vs Absolute 00:08:25
  • Exposing Parameters To The Editor 00:05:59
  • Framerate Independent Using DeltaTime 00:06:45
  • Message About New Content 00:02:13
  • Coupon For Original Course Content 00:00:31
  • Intro, Notes & Section 3 Assets 00:02:06
  • S03 Game Design Document (GDD) 00:04:35
  • Building Escape Overview 00:02:50
  • Version Control 101 00:08:09
  • Ignoring Unreal Derived Files 00:08:45
  • Your First .gitignore for Unreal 00:11:27
  • Getting to Know Unreal’s Editor 00:08:23
  • A Pointers Primer 00:05:40
  • Unreal’s Class System 00:13:04
  • Cloning and Building Our Code 00:17:25
  • Runtime Messages for Feedback 00:07:18
  • Accessing Object Names 00:10:45
  • Include What You Use For 4.17+ 00:17:14
  • Getting Transforms in C++ 00:12:59
  • Moving Objects With C++ 00:12:00
  • Laying Out Geometry 00:14:27
  • Applying Materials 00:08:38
  • Macros Starting with UPROPERTY 00:09:53
  • Using Trigger Volumes 00:10:14
  • Unreal’s PlayerController 00:10:27
  • Using Collision Volumes 00:09:41
  • Using GetTimeSeconds() 00:11:28
  • Grabbing System Overview 00:05:32
  • Modifying the Default Pawn Actor 00:07:28
  • Inherit Game Mode Blueprint 00:07:05
  • Getting Player Viewpoint 00:12:42
  • Using DrawDebugLine 00:12:10
  • Line Tracing AKA Ray-Casting 00:10:15
  • LineTraceSingleByObjectType() 00:12:03
  • REFERENCES & POINTERS 00:14:34
  • Resetting Your Unreal Project 00:06:40
  • Using FindComponentByClass() 00:08:59
  • Introducing Input Binding 00:12:08
  • Accessors & Memory Layout 00:09:25
  • Reducing Code in “Hot Loops” 00:13:50
  • Using Physics Handles 00:12:30
  • Refactoring Rules 00:12:25
  • Introducing Unreal’s TArray 00:12:07
  • Iterating over TArray with for 00:08:07
  • Debugging Game Issues 00:07:58
  • Managing Texture Tiling 00:08:49
  • Pointer Protection Process 00:11:34
  • Exposing Events to Blueprint 00:11:36
  • Using Blueprint Timeline 00:10:27
  • Everything in its Place 00:11:25
  • Using Variables in Blueprint 00:08:35
  • SFX & Audio Clips 00:06:30
  • Section 3 Wrap-Up 00:02:01
  • Mid Section Quiz 9 questions
  • Mid Section Quiz 10 questions
  • Mid Section Quiz 10 questions
  • Mid Section Quiz 10 questions
  • Section End Quiz 5 questions
  • Intro, Notes & Section 4 Assets 00:01:05
  • Battle Tank Overview 00:03:42
  • S04 Game Design Document (GDD) 00:06:09
  • Setting Up a GitHub “Repo” 00:10:40
  • Creating & Deleting Landscapes 00:10:03
  • Landscape Setup & Scaling 00:12:15
  • A Landscaping Process 00:10:16
  • Upgrading Engine Version 00:05:48
  • Using Landscape Layers 00:12:11
  • Flat Shading Low Poly Landscapes 00:12:38
  • More Landscaping Tools 00:12:10
  • Tank Control System 00:07:32
  • Actors from Multiple Meshes 00:13:42
  • Configuring a Tank 00:09:13
  • 3rd Person Camera Control 00:14:16
  • Fixing 3rd Person Camera Rotation 00:08:06
  • User Interface (UI) in Unreal 00:09:18
  • Main Menu Screens 00:09:02
  • UI Scale Box, Buttons & Mouse 00:11:13
  • Controller Ready Navigation 00:08:25
  • Trial Packaging Your Game 00:07:08
  • Delegating to Components 00:11:20
  • Using virtual and override 00:14:04
  • Overloading and Polymorphism 00:14:27
  • Virtual Functions and Vtables 00:11:20
  • Creating an AI Controller Class 00:10:56
  • Get the Player Controller with C++ 00:09:35
  • Add Tick() to PlayerController 00:11:50
  • Creating an Out Parameter Method 00:12:09
  • Finding Screen Pixel Coordinates 00:13:48
  • Using DeprojectScreenToWorld 00:12:49
  • Using LineTraceSingleByChannel() 00:15:24
  • Unify Player & AI Aiming 00:10:36
  • Create Default Sub Objects in C++ 00:12:07
  • BlueprintCallable() 00:13:04
  • SuggestProjectileVelocity() 00:11:53
  • Predict Projectile Landing Point 00:12:36
  • Using FRotators in Unreal 00:10:58
  • The C++ Compilation Process 00:07:26
  • Using Forward Declarations 00:12:37
  • BlueprintSpawnableComponent() 00:10:56
  • Review Our Execution Flow 00:13:35
  • How to Report Bugs 00:12:18
  • Using Clamp() to Limit Values 00:14:18
  • CHALLENGE - Turret Rotation 00:12:44
  • CHALLENGE - Turret Rotation Pt.2 00:11:32
  • Setting Up Projectiles 00:10:34
  • Upgrading to Unreal 4.12 00:11:04
  • Working Round Awkward Bugs 00:13:56
  • Using SpawnActor<>() to Spawn 00:11:36
  • Projectile Movement Components 00:11:10
  • Making AI Tanks Fire 00:09:45
  • EditAnywhere vs EditDefaultsOnly 00:08:37
  • Adding a Quit Button 00:11:05
  • Setup Track Throttles 00:12:31
  • ApplyForceAtLocation() in Action 00:12:03
  • Physics Materials & Friction 00:14:16
  • Fly-by-Wire Control System 00:08:50
  • Using BlueprintReadOnly 00:12:46
  • A Better Component Architecture 00:12:04
  • Completing Manual Tank Movement 00:11:09
  • Introducing AI Pathfinding 00:12:03
  • Dissecting RequestDirectMove() 00:12:29
  • DotProduct() Vector Operator 00:12:30
  • CrossProduct() Vector Operator 00:13:42
  • Finalising Your Class Code 00:09:28
  • How to Use Blueprint Variables 00:10:10
  • Using Enum(erations) in UE4 00:12:06
  • Refactoring our Aiming Component 00:14:52
  • Attaching a Debugger to Unreal 00:07:22
  • Constructor & Begin Play Timing 00:11:58
  • Decoupling Your Architecture 00:09:01
  • BlueprintImplementableEvent 00:11:57
  • Using the ensure Assertion 00:09:32
  • Dependency Mapping 00:09:53
  • Talking Head - Real World Skills 00:02:29
  • Starting From Green 00:11:10
  • Aiming Without the Tank 00:13:57
  • Finishing our Refactoring 00:14:04
  • Adding TickComponent() Back 00:13:06
  • Are Two Floats Equal? 00:11:39
  • Programmatic Sideways Friction 00:15:18
  • OnComponentHit Event in 4.12 00:08:55
  • Avoiding Boolean Flags 00:13:18
  • Improving Tank Aiming 00:11:23
  • Tweaking Tank AI 00:12:14
  • Making an Ammo Display 00:14:23
  • Making an AutoMortar 00:14:10
  • Using the Reference Viewer 00:14:10
  • Preparing for Particles 00:13:22
  • Introducing Particle Systems 00:15:54
  • Particle Bounding Boxes 00:06:37
  • Using FAttachmentTransformRules 00:16:26
  • Radial Forces & Caching 00:14:20
  • Using GetTimerManager() 00:10:15
  • Using TakeDamage() on Actors 00:15:47
  • BlueprintPure & Health Bars 00:14:09
  • The Observer Pattern 00:14:19
  • Finishing Off - Part 1 00:14:35
  • Finishing Off - Part 2 00:15:47
  • Section 4 Wrap-Up 00:03:14
  • Bonus - Switching Cameras 00:06:35
  • Fixing The Tank Suspension 00:02:21
  • Upgrade to 4.19 And Bug Fixes 00:13:07
  • Real-world Vehicle Physics 00:08:51
  • Creating Physics Constraints 00:15:46
  • Making Springs 00:15:32
  • Converting The Spring To C++ 00:11:55
  • Attachment, Actors and Components 00:13:31
  • SpawnActorDeferred and BeginPlay 00:07:14
  • Attaching Constraints In C++ 00:13:09
  • Chaining Physics Constraints 00:15:42
  • Applying Wheel Driving Force 00:11:29
  • Solution: Implement GetWheels() 00:10:26
  • Tick Groups And Physics 00:18:20
  • Tweaking Linear & Angular Damping 00:11:56
  • BONUS: Fixing Collider Issues 00:03:21
  • Mid Section Quiz 9 questions
  • Mid Section Quiz 9 questions
  • Mid Section Quiz 10 questions
  • Mid Section Quiz 10 questions
  • Mid Section Quiz 10 questions
  • Mid Section Quiz 10 questions
  • Mid Section Quiz 10 questions
  • Mid Section Quiz 10 questions
  • Mid Section Quiz 10 questions
  • Mid Section Quiz 7 questions
  • Mid Section Quiz 5 questions
  • Improved Models 00:00:09 Creating Unreal Engine UI with UMG and C++ 00:00:33 A Note About The Movement Bug 00:00:13 Improved Mortar Models 00:00:09
    Coupon For Original Course Content 00:00:33 Bonus Lecture - Our Other Courses 00:00:27
Requirements
  • 64-bit PC capable of running Unreal 4 (recommended).
  • Or a Mac running MacOS 10.14 Mojave or higher
  • About 15GB of free disc space.
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Description

This "critically-acclaimed" and "insanely successful" Unreal Engine course was created in collaboration with Epic Games.

*NEW* Every section of the course is being fully updated and remastered to Unreal Engine 4.22+. The first three remastered sections have been released! New content will be released over the coming weeks and months. Existing students get all the new material for free.

The course now has high-quality handwritten subtitles throughout, available as closed captions so you can turn them on or off at your convenience. This is one of the best Unreal Engine tutorials on the web.

This course started as a runaway success on Kickstarter. Get involved now, and get access to all future content as it's added. The final course will be over 50 hours of content and 300+ lectures.

Learn how to create and mod video games using Unreal Engine 4, even if you're a complete beginner. Unreal is a free-to-use game development engine used by AAA studios and indie developers worldwide. It can be a complex beast to get into, but we break it down step-by-step

Already know Unreal and want to learn VR or Multiplayer? Check out our other Unreal courses, just look for the green leaf for our other world-class Unreal courses.

We start super simple so you need no prior experience of Unreal or coding! With our online tutorials, you'll be amazed at what you can achieve. We believe project-based learning is the best way to learn Unreal Engine.

Benefit from our world-class support from both other students, and the instructors who are on the forums regularly. Go on to build several games including a tank game, and a First Person Shooter.

You will have access to a course forum where you can discuss topics on a course-wide basis, or down to the individual video. Our thriving discussion forum will help you learn and share ideas with other students.

You will learn C++, the powerful industry-standard language from scratch. By the end of the course, you'll be very confident in the basics of coding and game development, and hungry to learn more.

"Any serious game programmer needs to know C++"Jason Gregory, Lead Programmer at Naughty Dog (creators of Uncharted & The Last of Us)

Anyone who wants to learn to create games: Unreal Engine is a fantastic platform which enables you to make AAA-quality games. Furthermore, these games can be created for Windows, consoles, macOS, iOS, Android and Web from a single source!

If you're a complete beginner, we'll teach you all the coding and game design principles you'll need. If you're an artist, we'll teach you to bring your assets to life. If you're a coder, we'll teach you game design principles.

What this course DOESN'T cover...

Whereas this course is already huge, we can't possibly cover everything in that time. Here are some things we will not be covering...

  • Team collaboration topics.

  • Editor plugins or modifications.

  • Physics engine modification.

  • Multiplayer features.

Note: access to this course comes with an optional, free community site where you can share games and 3D models, as well as connect with other students.

Start to learn Unreal C++ now, you won't be disappointed!

All future content updates are included free!

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About the instructor
  • 53 Students
  • 1 Courses
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GameDev.tv Founder :: Entrepreneur :: Passionate Teacher
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Free $199.99
Includes:
  • 42:55:04 On demand videos
  • 298 Lessons
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