Unreal Engine 5 C++: Advanced Action RPG

What you will learn
Powerful melee combo system with light and heavy attacks
Make use of Gameplay Ability System to create engaging RPG combat experience
Advanced enemy AI using custom BTTask, BTTDecorator, BTService
Environment Query System for advanced AI behaviors
Directional hit react and rolling
Melee block and parry system
Special weapon abilities and rage ability with cost and cooldown
Robust UI notify system
Survival combat game mode that spawns enemies in waves
Main menu, pause menu, winning/losing screen plus a loading screen
Performant target lock system
Different types of enemy with melee and long-ranged abilities
Custom C++ ability task/latent action for combat
Best practices for using asynchronous and synchronous loading in BP and C++
Data-oriented combat stats design
Industry-standard code practices with easily extendable code structure
Course Gallery




Charts
Comidoc Review
Our Verdict
This Unreal Engine 5 C++: Advanced Action RPG course excels in diving deep into industry-standard coding practices and data-oriented design for AAA RPG combat experiences. Incorporating Gameplay Ability System, this course provides a solid foundation for implementing advanced RPG features, while providing ample opportunities to explore Unreal Engine 5's capabilities. However, it may lack thorough explanations of specific UE functions used within the code and comprehensive multiplayer game implementation guidance. Additionally, teaching styles vary—some reviewers appreciate clear documentation with minimal time wasted, while others prefer extensive in-depth elaboration on concepts. Overall, an excellent starting point for intermediate learners seeking a hands-on experience in building AAA RPG combat systems.
What We Liked
- Industry-standard coding practices and data-oriented design teach AAA RPG combat experiences using Unreal Engine 5's Gameplay Ability System (GAS) and C++.
- In-depth coverage of implementing features like combo systems, directional rolling, hit reactions, blocking, parrying, AI avoidance, advanced enemy AI, epic boss fights, and more.
- Step-by-step guidance on setting up a hero character for GAS, input binding, navigation, animation layers, enemy characters, attributes, combat feedback, character death, robust UI notification system, custom function library, and handling damage.
- Exploration of advanced AI behaviors using Blueprint and C++ behavior tree nodes, crowd following component for detour crowd avoidance, environment query system, ranged enemies, boss characters, survival game mode with enemy waves, widget creation, and map porting.
Potential Drawbacks
- Absence of in-depth code explanation may make it challenging to understand specific UE functions and components used in the course.
- Lack of comprehensive multiplayer game implementation guidance leaves some aspects of GAS unexplored.
- Some reviewers find copying and pasting instructor's work more beneficial than understanding concepts, making it a less effective learning experience for them.
- Limited coverage of design behind the logic used in the course can hinder comprehensive understanding.