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Udemy - The Unreal Engine Developer Course - Learn C++ & Make Games
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Name:Udemy - The Unreal Engine Developer Course - Learn C++ & Make Games
Infohash: 1462038441A84BB4FDFD0BE496BCCC71F2F97C0D
Total Size: 29.35 GB
Magnet: Magnet Download
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Stream: Watch Full Movies @ LimeMovies
Last Updated: 2025-10-21 16:38:16 (Update Now)
Torrent added: 2018-01-24 18:42:47
Torrent Files List
01 Introduction and Setup (Size: 29.35 GB) (Files: 324)
01 Introduction and Setup
001 - Promo Video.mp4
002 - Welcome to the Course.mp4
003 - A Note On Unreal Versions.mp4
004 - Setup Visual Studio or XCode.mp4
005 - Unreal Development Environment.mp4
006 - Intro to Visual Studio 2015 on PC.mp4
007 - Intro to Xcode on MacOS.mp4
008 - How to Ask Good Questions.mp4
009 - A Quick Tour of Unreal Editor.mp4
010 - Section 1 Wrap-Up.mp4
011 - Instructor Hangout.mp4
attached_files
Unreal-IS02-Intro-Notes-Assets.pdf
02 Bulls & Cows Word Console Game - Your First C++
012 - Intro, Notes & Section 2 Assets.mp4
013 - Bull Cow Game Overview.mp4
014 - S02 Game Design Document (GDD).mp4
015 - How Solutions & Projects Relate.mp4
016 - C++ Function Syntax.mp4
017 - Using, #include and Namespaces.mp4
018 - Magic Numbers and Constants.mp4
019 - Variables and cin for Input.mp4
020 - Using getline().mp4
021 - Simplifying With Functions.mp4
022 - Iterating With For & While Loops.mp4
023 - Clarity is Worth Fighting For.mp4
024 - Booleans and comparisons.mp4
025 - Using do and while in C++.mp4
026 - Introducing Classes.mp4
027 - Using Header Files as Contracts.mp4
028 - Including Our Own Header File.mp4
029 - Instantiating Your Class.mp4
030 - Writing & Using Getter Methods.mp4
031 - Introducing the Const Keyword.mp4
032 - Constructors For Initialisation.mp4
033 - Pseudocode Programming.mp4
034 - Using using for Type Aliases.mp4
035 - Using struct for Simple Types.mp4
036 - Using if Statements in C++.mp4
037 - Debugging 101.mp4
038 - A Place for Everything.mp4
039 - Introducing enumerations.mp4
040 - Writing Error Checking Code.mp4
041 - Using switch Statements.mp4
042 - Warm Fuzzy Feelings.mp4
043 - Handling Game Win Condition.mp4
044 - Win or Lose Screen.mp4
045 - Introducing Big O Notation.mp4
046 - TMap and map Data Structures.mp4
047 - Range-based for Loop.mp4
048 - Design a Helper Function.mp4
049 - Playtesting Your Game.mp4
050 - Difficulty & Play Tuning.mp4
051 - Polishing & Packaging.mp4
052 - Section 2 Wrap-Up.mp4
attached_files
UnrealCourse.com-Section-2-Slides-v.9.pdf
03 Building Escape - Your First Unreal C++ Game
053 - Intro, Notes & Section 3 Assets.mp4
054 - S03 Game Design Document (GDD) .mp4
055 - Building Escape Overview.mp4
056 - Version Control 101.mp4
057 - Ignoring Unreal Derived Files.mp4
058 - Your First .gitignore for Unreal.mp4
059 - Getting to Know Unreal’s Editor.mp4
060 - A Pointers Primer.mp4
061 - Unreal’s Class System.mp4
062 - Runtime Messages for Feedback.mp4
063 - Accessing Object Names.mp4
064 - Include What You Use For 4.17+.mp4
065 - Getting Transforms in C++.mp4
066 - Moving Objects With C++.mp4
067 - Laying Out Geometry.mp4
068 - Applying Materials.mp4
069 - Macros Starting with UPROPERTY.mp4
070 - Using Trigger Volumes.mp4
071 - Unreal’s PlayerController.mp4
072 - Using Collision Volumes.mp4
073 - Using GetTimeSeconds().mp4
074 - Grabbing System Overview.mp4
075 - Modifying the Default Pawn Actor.mp4
076 - Inherit Game Mode Blueprint.mp4
077 - Getting Player Viewpoint.mp4
078 - Using DrawDebugLine.mp4
079 - Line Tracing AKA Ray-Casting.mp4
080 - LineTraceSingleByObjectType().mp4
081 - REFERENCES & POINTERS.mp4
082 - Resetting Your Unreal Project.mp4
083 - Using FindComponentByClass().mp4
084 - Introducing Input Binding.mp4
085 - Accessors & Memory Layout.mp4
086 - Reducing Code in Hot Loops.mp4
087 - Using Physics Handles.mp4
088 - Refactoring Rules.mp4
089 - Introducing Unreal’s TArray.mp4
090 - Iterating over TArray with for.mp4
091 - Debugging Game Issues.mp4
092 - Managing Texture Tiling.mp4
093 - Pointer Protection Process.mp4
094 - Exposing Events to Blueprint.mp4
095 - Using Blueprint Timeline.mp4
096 - Everything in its Place.mp4
097 - Using Variables in Blueprint.mp4
098 - SFX & Audio Clips.mp4
099 - Section 3 Wrap-Up.mp4
attached_files
door-lock.wav
gitignore.zip
04 Battle Tank - A Fun Tank Battle with Mortars
100 - Intro, Notes & Section 4 Assets.mp4
101 - Battle Tank Overview.mp4
102 - S04 Game Design Document (GDD).mp4
103 - Setting Up a GitHub Repo.mp4
104 - Creating & Deleting Landscapes.mp4
105 - Landscape Setup & Scaling.mp4
106 - A Landscaping Process.mp4
107 - Upgrading Engine Version.mp4
108 - Using Landscape Layers.mp4
109 - Flat Shading Low Poly Landscapes.mp4
110 - More Landscaping Tools.mp4
111 - Tank Control System.mp4
112 - Actors from Multiple Meshes.mp4
113 - Configuring a Tank.mp4
114 - 3rd Person Camera Control.mp4
115 - Fixing 3rd Person Camera Rotation.mp4
116 - User Interface (UI) in Unreal.mp4
117 - Main Menu Screens.mp4
118 - UI Scale Box, Buttons & Mouse.mp4
119 - Controller Ready Navigation.mp4
120 - Trial Packaging Your Game.mp4
121 - Delegating to Components.mp4
122 - Using virtual and override.mp4
123 - Overloading and Polymorphism.mp4
124 - Virtual Functions and Vtables.mp4
125 - Creating an AI Controller Class.mp4
126 - Get the Player Controller with C++.mp4
127 - Add Tick() to PlayerController.mp4
128 - Creating an Out Parameter Method.mp4
129 - Finding Screen Pixel Coordinates.mp4
130 - Using DeprojectScreenToWorld.mp4
131 - Using LineTraceSingleByChannel().mp4
132 - Unify Player & AI Aiming.mp4
133 - Create Default Sub Objects in C++.mp4
134 - BlueprintCallable().mp4
135 - SuggestProjectileVelocity().mp4
136 - Predict Projectile Landing Point.mp4
137 - Using FRotators in Unreal.mp4
138 - The C++ Compilation Process.mp4
139 - Using Forward Declarations.mp4
140 - BlueprintSpawnableComponent().mp4
141 - Review Our Execution Flow.mp4
142 - How to Report Bugs.mp4
143 - Using Clamp() to Limit Values.mp4
144 - CHALLENGE - Turret Rotation.mp4
145 - CHALLENGE - Turret Rotation Pt.2.mp4
146 - Setting Up Projectiles.mp4
147 - Upgrading to Unreal 4.12.mp4
148 - A Note About The Movement Bu.txt
149 - Working Round Awkward Bugs.mp4
150 - Using SpawnActor() to Spawn.mp4
151 - Projectile Movement Components.mp4
152 - Making AI Tanks Fire.mp4
153 - EditAnywhere vs EditDefaultsOnly.mp4
154 - Adding a Quit Button.mp4
155 - Setup Track Throttles.mp4
156 - ApplyForceAtLocation() in Action.mp4
157 - Physics Materials & Friction.mp4
158 - Fly-by-Wire Control System.mp4
159 - Using BlueprintReadOnly.mp4
160 - A Better Component Architecture.mp4
161 - Completing Manual Tank Movement.mp4
162 - Introducing AI Pathfinding.mp4
163 - Dissecting RequestDirectMove().mp4
164 - DotProduct() Vector Operator.mp4
165 - CrossProduct() Vector Operator.mp4
166 - Finalising Your Class Code.mp4
167 - How to Use Blueprint Variables.mp4
168 - Using Enum(erations) in UE4.mp4
169 - Refactoring our Aiming Component.mp4
170 - Attaching a Debugger to Unreal.mp4
171 - Constructor & Begin Play Timing.mp4
172 - Decoupling Your Architecture.mp4
173 - BlueprintImplementableEvent.mp4
174 - Using the ensure Assertion.mp4
175 - Dependency Mapping.mp4
176 - Talking Head - Real World Skills.mp4
177 - Starting From Green.mp4
178 - Aiming Without the Tank.mp4
179 - Finishing our Refactoring.mp4
180 - Adding TickComponent() Back.mp4
181 - Are Two Floats Equal.mp4
182 - Programmatic Sideways Friction.mp4
183 - OnComponentHit Event in 4.12.mp4
184 - Avoiding Boolean Flags.mp4
185 - Improving Tank Aiming.mp4
186 - Tweaking Tank AI.mp4
187 - Making an Ammo Display.mp4
188 - Making an AutoMortar.mp4
189 - Using the Reference Viewer.mp4
190 - Preparing for Particles.mp4
191 - Introducing Particle Systems.mp4
192 - Particle Bounding Boxes.mp4
193 - Using FAttachmentTransformRules.mp4
194 - Radial Forces & Caching.mp4
195 - Using GetTimerManager().mp4
196 - Using TakeDamage() on Actors.mp4
197 - BlueprintPure & Health Bars.mp4
198 - The Observer Pattern.mp4
199 - Finishing Off - Part 1.mp4
200 - Finishing Off - Part 2.mp4
201 - Section 4 Wrap-Up.mp4
202 - Bonus - Switching Cameras.mp4
attached_files
BT12-TankParts.zip
BT17-Firing-M1A1-tank-in-Djibouti.jpg
BT86-mortar-placeholder.zip
BT98-Student-AutoMortars.zip
Chris-Folea-MountainRange3.png
05 Testing Grounds FPS
203 - Testing Grounds Introduction.mp4
204 - Testing Grounds GDD.mp4
205 - Using Git LFS (Large File Support).mp4
206 - Marketing & Markdown.mp4
207 - Use git clean to Revert Project.mp4
208 - First Person Character Overview.mp4
209 - The Third Person Character.mp4
210 - Introducing AI Behaviour Trees.mp4
211 - Introducing AI Blackboard Data.mp4
212 - Target Points and Patrol Routes.mp4
213 - Using Any Actor for Waypoints.mp4
214 - Options for Grouping Actors.mp4
215 - Blueprint Behaviour Tree Tasks.mp4
216 - Modular Arithmetic & Cycles.mp4
217 - Performance Profiling 101.mp4
218 - C++ AI Behaviour Tree Tasks.mp4
219 - Reading Blackboard Data in C++.mp4
220 - The Consequences of Inheritance.mp4
221 - Converting Blueprint to C++.mp4
222 - Composition over Inheritance.mp4
223 - Talking Head What We've Covered So Far.mp4
224 - How to Delete a C++ Class.mp4
225 - Instanced Materials.mp4
226 - Introducing AI Perception.mp4
227 - OnTargetPerceptionUpdated Event.mp4
228 - AI Hearing Perception in Unreal.mp4
229 - The Animation Starter Pack.mp4
230 - Changing a Character’s Animation.mp4
231 - Customising a Character Blueprint.mp4
232 - Sub Behaviour Trees.mp4
233 - Talking Head - Introducing Sam.mp4
234 - Talking Head - Refactoring Superpowers.mp4
235 - Simplifying Our Project.mp4
236 - Renaming & Moving CPP.mp4
237 - Solution Renaming & Moving CPP.mp4
238 - Holding a Gun with Skeletal Sockets.mp4
239 - Understanding Animation Blueprints.mp4
240 - Creating Animation State Machines.mp4
241 - Movement Blend Spaces.mp4
242 - Offset Animations.mp4
243 - Aiming Blend Spaces Offsets.mp4
244 - Rotating with SetFocalPoint().mp4
245 - Character Movement vs Rotation.mp4
246 - Control Rotation for Aim.mp4
247 - Behaviour Tree Decorators.mp4
248 - Behaviour Tree Services.mp4
249 - Tweaking AI Behaviour.mp4
250 - Debugging AI Behaviour.mp4
251 - Refactoring to a Gun Actor.mp4
252 - Attaching Actors to Components.mp4
253 - Configuring the Gun.mp4
254 - Moving Files from LFS to Git.mp4
255 - To LFS or Not to LFS.mp4
256 - Child Actor Components.mp4
257 - Introduction to Inverse Kinematics.mp4
258 - Inverse Kinematics with Animations.mp4
259 - Comparing Blueprints with Diffs.mp4
260 - Boolean Blending for Aim States.mp4
261 - Adding Firing Animations.mp4
262 - Animation Notify Events.mp4
263 - Taking Damage in Blueprint.mp4
264 - Death Animations and Refactors.mp4
265 - Switching 1st and 3rd Person.mp4
266 - Owner Invisible Meshes.mp4
267 - Separating Firing from Gun Meshes.mp4
268 - Aiming Our 1st Person Camera.mp4
269 - Architecture of Infinite Runners.mp4
270 - Spawning Terrain in the GameMode.mp4
271 - Level Gating for Testing Grounds.mp4
272 - Swapping Materials in Blueprint.mp4
273 - Garbage Collecting Previous Tiles.mp4
274 - Merging Our TP and FP Files.mp4
275 - Hit vs Overlap Events.mp4
276 - Dynamically Calculating NavMesh.mp4
277 - Keep It Simple Stupid.mp4
278 - Parallel Behaviour Tree Tasks.mp4
279 - Custom BT Tasks and Decorators.mp4
280 - External Build Data in 4.14+.mp4
281 - Physical Gun Architecture.mp4
282 - Converting a Character BP to C++.mp4
283 - Who’s Pulled the Trigger.mp4
284 - Cooldown Nodes & Gameplay Tags.mp4
285 - Animation Montages and Slots.mp4
286 - Reattaching the Gun.mp4
287 - Procedural Level Generation.mp4
288 - Generating Random Numbers.mp4
289 - Spawning Actors in the Tile.mp4
290 - Sphere Casting in C++.mp4
291 - Configure Custom Trace Channels.mp4
292 - Spawning into Free Space.mp4
293 - Randomising Rotation & Scale.mp4
294 - Flyweight Pattern for Foliage.mp4
295 - Choosing Waypoint with EQS.mp4
296 - Find Actors of Type from C++.mp4
297 - Plumbing an Actor Pool Setup.mp4
298 - Using the Pool API.mp4
299 - Using TArray for Pools.mp4
300 - Rebuilding Navigation Meshes.mp4
301 - Structs to Simplify Function Args.mp4
302 - Spawning AI from C++.mp4
303 - Understanding Function Templates.mp4
304 - Template Specialization.mp4
305 - Fixing Double Spawning.mp4
306 - Keeping Score.mp4
307 - Using the HUD Class.mp4
308 - Post Processing for Tunnel Vision.mp4
309 - Recruiting Play Testers.mp4
310 - Smooth Blending the Camera.mp4
311 - Possessing and the View Target.mp4
312 - The Calm Before The Storm.mp4
313 - Testing Grounds Wrap-up.mp4
attached_files
82-TG-URC-TestingGroundPack.zip
06 Continuing Your GameDev Journey
314 - Bonus Lecture - Our Other Courses.mp4
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