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Promo Video
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Welcome to the Course
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Setup Visual Studio or XCode
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Unreal Development Environment
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Intro to Visual Studio 2015 on PC
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Intro to Xcode on MacOS
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Quick Tour of Unreal Editor
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Section 1 Wrap-Up
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Intro, Notes & Section 2 Assets
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S02 Game Design Document (GDD)
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How Solutions & Projects Relate
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C++ Function Syntax
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Using, #include and Namespaces
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Magic Numbers and Constants
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Variables and cin for Input
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Using getline()
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Simplifying With Functions
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Iterating With For & While Loops
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Clarity is Worth Fighting For
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Booleans and comparisons
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Using do and while in C++
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Introducing Classes
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Using Header Files as Contracts
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Including Our Own Header File
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Instantiating Your Class
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Writing & Using Getter Methods
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Introducing the Const Keyword
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Constructors For Initialisation
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Pseudocode Programming
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Using using for Type Aliases
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Using struct for Simple Types
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Using if Statements in C++
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Debugging 101
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Place for Everything
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Introducing enumerations
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Writing Error Checking Code
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Using switch Statements
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Warm Fuzzy Feelings
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Handling Game Win Condition
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Win or Lose Screen
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Introducing Big O Notation
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TMap and map Data Structures
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Range-based for Loop
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Design a Helper Function
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Playtesting Your Game
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Difficulty & Play Tuning
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Polishing & Packaging
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Section 2 Wrap-Up
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Intro, Notes & Section 3 Assets
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S03 Game Design Document (GDD)
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Version Control 101
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Ignoring Unreal Derived Files
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Your First .gitignore for Unreal
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Getting to Know Unreal’s Editor
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Pointers Primer
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Unreal’s Class System
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Runtime Messages for Feedback
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Accessing Object Names
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Getting Transforms in C++
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Moving Objects With C++
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Laying Out Geometry
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Applying Materials
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Macros Starting with UPROPERTY
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Using Trigger Volumes
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Unreal’s PlayerController
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Using Collision Volumes
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Using GetTimeSeconds()
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Grabbing System Overview
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Modifying the Default Pawn Actor
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Inherit Game Mode Blueprint
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Getting Player Viewpoint
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Using DrawDebugLine
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Line Tracing AKA Ray-Casting
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LineTraceSingleByObjectType()
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REFERENCES & POINTERS
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Resetting Your Unreal Project
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Using FindComponentByClass()
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Introducing Input Binding
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Accessors & Memory Layout
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Reducing Code in Hot Loops
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Using Physics Handles
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Refactoring Rules
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Introducing Unreal’s TArray
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Iterating over TArray with for
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Debugging Game Issues
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Managing Texture Tiling
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Pointer Protection Process
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Exposing Events to Blueprint
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Using Blueprint Timeline
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Everything in its Place
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Using Variables in Blueprint
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SFX & Audio Clips
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Section 3 Wrap-Up
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Intro, Notes & Section 4 Assets
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S04 Game Design Document (GDD)
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Setting Up a GitHub Repo
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Creating & Deleting Landscapes
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Landscape Setup & Scaling
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A Landscaping Process
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Upgrading Engine Version
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Using Landscape Layers
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Flat Shading Low Poly Landscapes
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More Landscaping Tools
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Tank Control System
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Actors from Multiple Meshes
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Configuring a Tank
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3rd Person Camera Control
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Fixing 3rd Person Camera Rotation
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User Interface (UI) in Unreal
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Main Menu Screens
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UI Scale Box, Buttons & Mouse
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Controller Ready Navigation
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Trial Packaging Your Game
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Delegating to Components
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Using virtual and override
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Creating an AI Controller Class
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Get the Player Controller with C++
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Add Tick() to PlayerController
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Creating an Out Parameter Method
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Finding Screen Pixel Coordinates
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Using DeprojectScreenToWorld
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Using LineTraceSingleByChannel()
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Unify Player & AI Aiming
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Create Default Sub Objects in C++
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BlueprintCallable()
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SuggestProjectileVelocity()
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Predict Projectile Landing Point
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Using FRotators in Unreal
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The C++ Compilation Process
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Using Forward Declarations
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BlueprintSpawnableComponent()
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Review Our Execution Flow
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How to Report Bugs
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Using Clamp() to Limit Values
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CHALLENGE - Turret Rotation
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CHALLENGE - Turret Rotation Pt.2
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Setting Up Projectiles
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Upgrading to Unreal 4.12
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Working Round Awkward Bugs
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Using SpawnActor() to Spawn
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Projectile Movement Components
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Making AI Tanks Fire
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EditAnywhere vs EditDefaultsOnly
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Adding a Quit Button
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Setup Track Throttles
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ApplyForceAtLocation() in Action
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Physics Materials & Friction
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Fly-by-Wire Control System
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Using BlueprintReadOnly
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A Better Component Architecture
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Completing Manual Tank Movement
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Introducing AI Pathfinding
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Dissecting RequestDirectMove()
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DotProduct() Vector Operator
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CrossProduct() Vector Operator
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Finalising Your Class Code
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How to Use Blueprint Variables
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Refactoring our Aiming Component
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Attaching a Debugger to Unreal
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Constructor & Begin Play Timing
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Decoupling Your Architecture
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BlueprintImplementableEvent
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Using the ensure Assertion
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Dependency Mapping
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Talking Head - Real World Skills
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Starting From Green
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Aiming Without the Tank
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Finishing our Refactoring
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Adding TickComponent() Back
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Are Two Floats Equal
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Programmatic Sideways Friction
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OnComponentHit Event in 4.12
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Avoiding Boolean Flags
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Improving Tank Aiming
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Tweaking Tank AI
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Making an Ammo Display
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Making an AutoMortar
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Using the Reference Viewer
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Preparing for Particles
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Introducing Particle Systems
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Particle Bounding Boxes
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Using FAttachmentTransformRules
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Radial Forces & Caching
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Using GetTimerManager()
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Using TakeDamage() on Actors
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BlueprintPure & Health Bars
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The Observer Pattern
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Finishing Off - Part 1
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Finishing Off - Part 2
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Section 4 Wrap-Up
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Bonus - Switching Cameras
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Testing Grounds Introduction
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Testing Grounds GDD
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Using Git LFS (Large File Support)
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Marketing & Markdown
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Use git clean to Revert Project
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First Person Character Overview
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The Third Person Character
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Introducing AI Behaviour Trees
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Introducing AI Blackboard Data
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Target Points and Patrol Routes
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Using Any Actor for Waypoints
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Options for Grouping Actors
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Blueprint Behaviour Tree Tasks
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Modular Arithmetic & Cycles
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Performance Profiling 101
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C++ AI Behaviour Tree Tasks
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Reading Blackboard Data in C++
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The Consequences of Inheritance
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Converting Blueprint to C++
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Composition over Inheritance
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Talking Head What We've Covered So Far
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How to Delete a C++ Class
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Instanced Materials
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Introducing AI Perception
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OnTargetPerceptionUpdated Event
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AI Hearing Perception in Unreal
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The Animation Starter Pack
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Changing a Character’s Animation
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Customising a Character Blueprint
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Sub Behaviour Trees
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Talking Head - Introducing Sam
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Talking Head - Refactoring Superpowers
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Simplifying Our Project
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Renaming & Moving CPP
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Solution Renaming & Moving CPP
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Holding a Gun with Skeletal Sockets
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Understanding Animation Blueprints
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Creating Animation State Machines
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Movement Blend Spaces
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Offset Animations
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Aiming Blend Spaces Offsets
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Rotating with SetFocalPoint()
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Character Movement vs Rotation
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Control Rotation for Aim
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Behaviour Tree Decorators
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Behaviour Tree Services
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Tweaking AI Behaviour
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Debugging AI Behaviour
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Refactoring to a Gun Actor
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Attaching Actors to Components
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Configuring the Gun
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Moving Files from LFS to Git
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To LFS or Not to LFS
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Child Actor Components
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Introduction to Inverse Kinematics
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Inverse Kinematics with Animations
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Comparing Blueprints with Diffs
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Boolean Blending for Aim States
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Adding Firing Animations
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Animation Notify Events
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Taking Damage in Blueprint
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Death Animations and Refactors
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Switching 1st and 3rd Person
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Owner Invisible Meshes
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Separating Firing from Gun Meshes
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Aiming Our 1st Person Camera
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Architecture of Infinite Runners
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Spawning Terrain in the GameMode
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Level Gating for Testing Grounds
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Swapping Materials in Blueprint
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Garbage Collecting Previous Tiles
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Merging Our TP and FP Files
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Hit vs Overlap Events
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Dynamically Calculating NavMesh
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Keep It Simple Stupid
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Parallel Behaviour Tree Tasks
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Custom BT Tasks and Decorators
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External Build Data in 4.14+
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Physical Gun Architecture
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Converting a Character BP to C++
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Who’s Pulled the Trigger
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Cooldown Nodes & Gameplay Tags
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Animation Montages and Slots
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Reattaching the Gun
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Procedural Level Generation
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Generating Random Numbers
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Spawning Actors in the Tile
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Sphere Casting in C++
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Configure Custom Trace Channels
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Spawning into Free Space
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Randomising Rotation & Scale
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Flyweight Pattern for Foliage
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Choosing Waypoint with EQS
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Find Actors of Type from C++
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Plumbing an Actor Pool Setup
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Using the Pool API
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Using TArray for Pools
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Rebuilding Navigation Meshes
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Structs to Simplify Function Args
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Spawning AI from C++
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Understanding Function Templates
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Template Specialization
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Fixing Double Spawning
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Keeping Score
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Using the HUD Class
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Post Processing for Tunnel Vision
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Recruiting Play Testers
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Smooth Blending the Camera
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Possessing and the View Target
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The Calm Before The Storm
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Testing Grounds Wrap-up
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Bonus Lecture - Our Other Courses