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Unreal Engine JRPG Masterclass
1. Course Overview
1. Curriculum Overview (5:55)
2. What Version of Unreal Engine to Use (1:28)
3. How We'll Organize this Project (2:37)
4. Why We Don't Use GAS (and other decisions) (1:55)
5. How to Get Help (2:05)
6. Included Assets and Licenses (2:11)
2. Unreal Engine 5 Crash Course
1. About the Unreal Engine 5 Crash Course (1:11)
2. How to Install Unreal Engine 5 (2:16)
3. How to Create a New Project (2:22)
4. How to Navigate the Editor (13:37)
5. Content Drawer and Blueprints (8:30)
6. How to Make a Simple Blueprint (4:50)
7. Adding Functionality to our Blueprint (24:11)
8. Useful Keyboard Shortcuts and Tips (3:22)
9. How to Debug Your Game (4:19)
3. Top Down Character & Field Base
1. What You’ll Learn in this Chapter (1:17)
2. Setting Up the Project (15:29)
3. Setting Up Version Control (8:45)
4. An Introduction to OOP and Inheritance (8:56)
5. Making the Character Blueprint (14:43)
6. Camera and Character Possession (14:24)
7. Inputs and Character Movement (19:05)
8. Animation Source and Animation Sequence (5:28)
9. Animation Blueprint and Directionality (17:56)
10. FOV and Depth of Field (7:30)
4. Turn Based Battle System Base
1. What You’ll Learn in this Chapter (0:58)
2. Preparing the Battle Animations (11:56)
3. Battle Character Blueprints (9:14)
4. Battle Manager Blueprint (14:08)
5. An Introduction to Arrays (5:44)
6. Spawning Battle Characters (28:07)
7. Turn Order and Active Character (20:19)
8. Moving Active Character to Active Location (19:30)
9. Moving Back on Turn End (7:03)
10. Battle Camera Sway (11:09)
11. Moving Battle to Different Level (13:01)
12. Going From Battle Back to Field (23:10)
13. Using a Struct for the FieldPosition (10:35)
14. Using an Interface on the GameInstance (21:08)
5. Battle System UI
1. What You’ll Learn in this Chapter (1:09)
2. UI Widget Introduction (17:13)
3. Making our Fullscreen UI (11:26)
4. Displaying the Turn Order (14:12)
5. Using Data Assets and Showing Character Portrait (19:56)
6. Dynamically Updating the Turn Order Display (6:41)
7. Displaying Health and Mana (9:21)
8. Pushing Values to Health and Mana Panels (25:00)
9. Animating HP Panel for Active Character (7:23)
10. Making a Modular and Reusable Button (13:28)
11. Making the Action Menu (14:05)
12. UI Navigation and its Issues (10:23)
13. Showing the Target Pointer (23:17)
14. Setting Up the BattleNav Input (9:57)
15. Cycling Through Targets (11:19)
16. Ending Target Mode (3:31)
6. Battle Actions
1. What You’ll Learn in this Chapter (1:13)
2. Player Attack Action (13:55)
3. Sprite Shake on Damage (16:05)
4. Apply Attack Effect (9:47)
5. Enemies Attacking the Player (11:51)
6. Adjusting the Game Speed (3:50)
7. Adding the Defend State (8:45)
8. Handling Character Attributes and State (16:17)
9. Damaging Battle Characters (13:14)
10. Knocking Out Enemies (24:30)
11. Knocking Out Party Members (8:29)
12. Deciding Battle Outcome (7:24)
13. Victory Screen Stub (9:23)
14. Notifications and Losing the Battle (10:02)
Small Bug in Next Video 15. Fleeing the Battle
15. Fleeing the Battle (11:24)
16. Making Global Variables (19:03)
7. Battle System Effects
1. What You’ll Learn in this Chapter (1:16)
2. An Introduction to Materials and Highlight Pick (19:47)
3. An Introduction to Niagara and Particle Effects (2:29)
4. Making the Glowworm Particle Effect (17:44)
5. Making the Enemy Attack Particle Effect (14:29)
6. Spawning the Attack Particle in Game (4:54)
7. Making the Player Attack Particle Effect (7:32)
8. Creating Skill Data (7:37)
9. Using Skill Data for Particle Effect and Damage (14:57)
10. Show Skill Name (3:34)
11. Set Chromatic Aberration (8:39)
12. Floating Damage Numbers (16:13)
13. Styling the Combat Text (6:41)
14. Calculating Defense Stats (19:36)
15. Calculating Crit Chance and Crit Multiplier (20:43)
8. Adding Battle Enemies and Party Members
1. What You’ll Learn in this Chapter (1:23)
2. Adding the Boar Enemy (11:03)
3. Adding the Wolf Enemy (5:29)
4. Adding the Battle Paladin (19:23)
5. Adding the Battle Mage (12:02)
9. Battle Skills
1. What You’ll Learn in this Chapter (1:46)
2. Allow Multi Targeting Enemies (19:35)
3. Allow Enemies to Multi Target Party (5:29)
4. Enabling and Disabling the Skill Button (6:38)
5. Showing the Skill Menu (14:34)
6. Populating the Skills Menu (8:41)
7. Executing Skills (14:03)
8. Playing the Correct Skill Animations (10:03)
9. Making the Cleave Skill (7:59)
10. Making the Mage’s Fire Skill (8:23)
11. Targeting Friendly Units (7:28)
12. Enabling Skills to Restore Health (9:04)
13. Using God Rays (5:14)
14. Creating the Heal Skills (7:19)
15. Mana Usage (14:46)
16. Battle Camera Target (22:48)
17. Preparing the Battle Transition Widget (11:11)
18. Triggering the Battle Transition Animation (13:18)
10. Field Followers & Encounters
1. What You’ll Learn in this Chapter (1:35)
2. Field Versions of New Characters (11:28)
3. Creating the Follower Blueprint (3:23)
4. Spawning Party Members (20:02)
5. Party Member Index and Z-Fighting (8:07)
6. Saving the FieldPlayer’s Movement History (12:54)
7. Making Party Members Follow (21:15)
8. Follower Animations (14:54)
9. Field Area Detection (21:21)
10. UI for Area Transitions (16:48)
11. Using the Forest Battle Map (12:09)
12. Encounter Combat Level Data (16:03)
13. Encounter Enemy Data (18:45)
14. Using the Actual Party Members in Battle (5:20)
15. Triggering Random Encounters (15:08)
16. Saving HP and MP Throughout Battles (21:38)
17. Handling Defeated Members in Battle (8:01)
18. Handling Defeated Members in Field (9:06)
19. Designing the Forest Field Map (21:17)
Bugfix 1: 6-15 Fleeing the Battle (5:18)
20. You Finished the Core Module! (1:45)
11. Inventory and Consumable Items
1. What You’ll Learn in this Chapter (2:35)
2. Item Button Widget (8:45)
3. Item List Widget (8:27)
4. Item Data (6:57)
5. Making the Inventory (14:39)
6. Picking the Item Target (14:18)
7. Removing Used Items (19:24)
8. Inventory Empty Message (6:22)
9. Playing the Item Animation (7:23)
10. Creating Health Potion Variants (4:06)
11. Adding Items to the Inventory (7:21)
12. Treasure Chest Blueprint (15:19)
13. Interaction Trace (10:49)
14. Interaction Interface (8:09)
15. Saving Unique Chest Identifier (14:04)
16. Checking Triggered IDs (10:02)
17. Enforcing ID Uniqueness (21:45)
18. Item Drops from Enemy Encounters (11:05)
19. Showing Item Drops (12:24)
12. XP and Leveling
1. What You’ll Learn in this Chapter (2:03)
2. Gaining XP from Enemies (12:12)
3. Applying the Level Up (13:10)
4. Gaining Multiple Levels in One Fight (15:38)
5. Making the XPDisplay Widget (10:47)
6. Preparing Data for XP Widget (9:40)
7. Showing Initial Data on the XPDisplay Widget (9:19)
8. Counting Up Gained XP (15:59)
9. Counting Up Level Changes (12:13)
10. Considering Max Level in Count Up (9:29)
11. Applying Attribute Increases by Level (14:17)
12. Unlocking Skills at Certain Levels (11:54)
13. Save/Load System & Menus
1. What You’ll Learn in this Chapter (2:02)
2. Creating a Save Point (15:25)
3. Making the Save Slot Widget (18:38)
4. Saving Data (16:31)
5. Saving to Different Slots from Menu (10:12)
6. Populating Save Slot Display with Real Data (33:47)
7. Dynamically Update Save Data Display (5:18)
8. Showing Empty Save Slots through Widget Switcher (9:56)
9. Prompt Widget Layout (10:32)
10. Override Save Logic (13:20)
11. Loading the Game State (14:07)
12. Show Load Screen when Defeated (7:11)
13. Setting up the Main Menu Scene (12:19)
14. Creating the Main Menu UI (11:20)
15. Creating the Pause Menu (11:44)
14. NPCs and Dialogue
1. What You’ll Learn in this Chapter (1:39)
2. Updating PaperZD and Importing Assets (14:53)
3. Making a Field NPC (15:07)
4. Creating the Speech Bubble Widget (11:21)
5. Positioning the Dialogue Widget (9:46)
6. Locking Characters While Speaking (14:22)
7. Implementing UI Transitions for Dialogue (9:01)
8. Showing Speaker Name (7:48)
9. Pulling Dialogue from Data Tables (12:06)
10. Accessing the Next Row (17:07)
11. Importing Table from CSV (6:11)
12. Making the NPC Join Blueprint (12:44)
13. Spawning Follower After Dialogue (15:13)
14. Unique IDs for NPC Events (11:00)
Chapter 15-16 coming soon!
Coming Soon
12. Unlocking Skills at Certain Levels
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