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Премиум
  • Урок 1. 00:01:29
    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
  • Урок 282. 00:17:22
    Randomising Rotation & Scale
  • Урок 283. 00:18:04
    Flyweight Pattern for Foliage
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    Choosing Waypoint with EQS
  • Урок 285. 00:19:34
    Find Actors of Type from C++
  • Урок 286. 00:19:14
    Plumbing an Actor Pool Setup
  • Урок 287. 00:18:46
    Using the Pool API
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    Using TArray for Pools
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    Rebuilding Navigation Meshes
  • Урок 290. 00:18:21
    Structs to Simplify Function Args
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    Spawning AI from C++
  • Урок 292. 00:10:40
    Understanding Function Templates
  • Урок 293. 00:09:56
    Template Specialization
  • Урок 294. 00:17:19
    Fixing Double Spawning
  • Урок 295. 00:12:41
    Keeping Score
  • Урок 296. 00:12:40
    Using the HUD Class
  • Урок 297. 00:10:40
    Post Processing for Tunnel Vision
  • Урок 298. 00:14:42
    Recruiting Play Testers
  • Урок 299. 00:11:26
    Smooth Blending the Camera
  • Урок 300. 00:10:37
    Possessing and the View Target
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    The Calm Before The Storm
  • Урок 302. 00:01:47
    Testing Grounds Wrap-up
  • Урок 303. 00:01:17
    Bonus Lecture - Our Other Courses