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https://github.com/thbaylson/unreal-action-combat-course
This project comes from the course: "Unreal Engine 5 C++: Make Your Own Action Combat Game" by Luis Ramirez.
https://github.com/thbaylson/unreal-action-combat-course
action blueprints-visual-scripting course-project game-dev third-person unreal-engine unreal-engine-5 wip
Last synced: 14 days ago
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This project comes from the course: "Unreal Engine 5 C++: Make Your Own Action Combat Game" by Luis Ramirez.
- Host: GitHub
- URL: https://github.com/thbaylson/unreal-action-combat-course
- Owner: thbaylson
- Created: 2025-01-13T02:29:28.000Z (22 days ago)
- Default Branch: main
- Last Pushed: 2025-01-20T05:47:52.000Z (15 days ago)
- Last Synced: 2025-01-20T06:36:21.992Z (15 days ago)
- Topics: action, blueprints-visual-scripting, course-project, game-dev, third-person, unreal-engine, unreal-engine-5, wip
- Language: C++
- Homepage: https://www.gamedev.tv/courses/unreal-action-combat
- Size: 528 KB
- Stars: 0
- Watchers: 1
- Forks: 0
- Open Issues: 0
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Metadata Files:
- Readme: README.md
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README
# Action Combat
This project is the result of a course I took to explore creating third-person melee combat mechanics in Unreal Engine 5. The process helped me improve my C++ skills while building a dynamic combat system inspired by AAA games.
Course: ["Unreal Engine 5 C++: Make Your Own Action Combat Game" by Luis Ramirez](https://www.gamedev.tv/courses/unreal-action-combat).
## About This Project
Through this project, I worked on advanced game development techniques in Unreal Engine 5 using C++. By the end of the course, I had created a functional third-person action game with the following features:
- **Enemy Lock-On System:** A camera lock-on component to simplify combat and help focus on gameplay rather than camera management.
- **Dynamic Player Combat:** A combat system that cycles through multiple attack animations, making gameplay feel more fluid and natural.
- **Scalable Stat System:** A flexible stat system built using maps and enums to ensure the game remains clean and easy to scale.
- **Advanced Enemy AI:** Enemies with behaviors like throwing fireballs and charging players, adding challenge and variety to the gameplay.
- **Clean and Scalable Code:** Over a thousand lines of C++ code written with design patterns like the Observer Pattern to keep the project maintainable.## What I Learned
- Advanced C++ programming techniques specific to Unreal Engine 5.
- Building systems using interfaces, enums, and Unreal's documentation.
- Debugging effectively and maintaining clean, organized code.
- Using design patterns to create modular and reusable game logic.
- Converting Unreal Engine 5 Blueprints into C++ code.