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PROFESSIONAL GAME DEVELOPMENT IN C++ AND UNREAL ENGINE


MASTER UNREAL ENGINE C++ GAME DEVELOPMENT WITH THIS UNIVERSITY-GRADE COURSE.

  Enroll in Course





Welcome to my course on game development in C++ with Unreal Engine. In this
project-based course, you will build a third-person action game and gain a
comprehensive understanding of the Unreal Engine C++ game development
architecture. Whether you have been programming for years or are just starting
out, this course is designed to help you master Unreal Engine and advance your
game development career.

With a focus on hands-on learning, this course covers the essential concepts and
techniques of programming in C++ within the Unreal Engine environment. You will
learn about Unreal Engine's class hierarchy and core features, as well as best
practices for debugging, optimization, and gameplay systems. By the end of the
course, you will have the knowledge and skills to confidently create your own
games using C++ and Unreal Engine.

With its powerful tools and advanced features, Unreal Engine is a popular choice
for game developers. However, information about Unreal Engine C++ is often
difficult to find. This course brings together the best of what I have learned
from over 10 years of experience to provide you with a structured and engaging
learning path. You will learn everything you need to know to start building your
own games with C++ and Unreal Engine. Join me and let's master Unreal Engine
together!


Is this course for you?

You might be wondering if you are a good fit for this course. This course isn’t
for those without any programming skills whatsoever, there simply isn't time to
teach general fundamentals of functions/variables and all the amazing
intermediate/advanced content into a single course. You should have some
foundational skills in programming, but it doesn't have to be C++. I went from
C# into C++ myself pretty seamlessly (It was much easier than I had
anticipated!), other languages like Java, Python, etc. will do just fine too!


Here are some types of students that would be a great fit:

 * Students in computer science or game development
 * Studio employees just starting out with or on their way to mastering unreal
   engine C++
 * Any Programming Professionals seeking to re-train themselves in Unreal Engine
 * Intermediate Unreal Developers looking to improve their C++ skills and learn
   new features
 * Those that are serious about a career in Game Development (Hobbyists welcome
   too of course!)
 * Students/Programmers still wondering if Game Development is for them (This is
   a great look into what game programming is like)

This course was taught to Computer Science students at Stanford University
(Video Game Development in C++ and Unreal Engine - CS193U) and received
outstanding feedback from the students.





COMBAT GAMEPLAY

Just a few of the many gameplay features we will build on top of our Gameplay
Framework and Ability System.





MY STUDENTS WORK AT (AAA) STUDIOS AROUND THE GLOBE




YOUR INSTRUCTOR: TOM LOOMAN

My name is Tom Looman, a full-time game developer with 10+ years of Unreal
Engine experience, both as an indie developer and as an engineer at Epic Games!
Over the years I created dozens of tutorials, courses, and sample projects for
the Unreal Engine community from beginner to advanced level.

I've taught Unreal Engine C++ to Computer Science students at Stanford
University. My courses have over 40.000 students.

Through my courses, I hope to teach you what I learned over the years and help
you in building your games the right way! I love explaining challenging concepts
by going hands-on and showing by example. I’m passionate about taking seemingly
difficult concepts and boiling them down into simple to follow guides. My goal
is to make game development approachable to anyone who is willing to learn.

Besides teaching and writing about game development, I work on game projects
daily, which keeps me up-to-date on Unreal Engine, C++, and the game creation
process.

You will learn how to properly build your game including a solid framework to
write professional-grade code that can be applied to many genres and designs.
The code you write will be invaluable regardless of your own game project’s
design as you learn to code games containing flexible coding principles that are
widely applicable. This includes a ‘Gameplay Ability System’ style system we
create from the ground up and event-based coding principles for efficient game
loops and UIs.

Throughout the course we will cover the Unreal specific C++ features and
concepts including the Unreal Property System which is a powerful tool to expose
your code to the editor and Blueprint. We create a game on top of Unreal’s
Gameplay Framework using the “unreal-way” of making games. Along the way I will
explain the reasoning behind the code we write, normally only discovered through
years of tinkering, and iterating.

Debugging your code is an invaluable skill, and so we will cover debugging tools
and tricks for both C++ and Blueprint. We finish that up with performance
profiling tools to find bottlenecks or bugs that affect your gameplay.

The game would not be complete without some AI opponents or multiplayer with
friends, you will learn how to implement both! You will discover how to use the
Unreal Engine AI features including Behavior Trees, Environment Query System and
create custom C++ nodes to extend the AI capabilities. We then move on to make
all our game logic work seamlessly in multiplayer as well.

But even that is not all. I will demonstrate how to save the game state to disk,
asynchronously load game assets, how to control VFX and materials from code,
build responsive User Interfaces with UMG, GameplayTags, Animation Blueprints,
creating of debug commands and so much more!

Major Features

 * Building C++ Game Framework
 * Combining C++ and Blueprint for flexible game logic
 * Unreal’s Gameplay Systems
 * Event-based Programming Principles
 * AI Programming (Behavior Trees, Blackboard, EQS, Custom C++ Nodes)
 * Multiplayer Networking (Replication architecture, low-bandwidth, best
   practices)
 * Saving Game State to Disk (Saving/loading player progression and world state)
 * Performance Profiling Tools (Unreal Insights & in-editor tools)
 * User Interfaces with UMG (using Event-based Principles)
 * Async Asset Loading & Soft References

Throughout the course you will work on 7 challenging assignments to complete on
your own. These are backed up with in-lesson walkthroughs and source code
repository to see how your solutions compare to mine including reasoning with
code discussed during class.

Besides the countless features listed above, the course contains so much more!
It’s packed with so many tips and tricks I’m 100% assured you will learn so much
even for more experienced programmers...



All source-code and history can be found on GitHub to analyze and compare.







COURSE CURRICULUM


  Lecture 1 - Introduction & Setup
Available in days
days after you enroll
 * Start
   Welcome! (3:05)
 * Start
   Source Code Editor Setup Guides
 * Start
   180 Days Trial for Rider & ReSharper C++ (and 25% Jetbrains Discount Coupon)
 * Start
   Finding Information & Answers

  Lecture 2 - Project Start & Version Control
Available in days
days after you enroll
 * Start
   GitHub Repository and Blank C++ Project (8:54)
 * Start
   Project Walkthrough and first C++ Class (13:12)
 * Start
   Adding Components (Third-person Camera) (10:46)
 * Start
   Binding Movement Input (8:05)
 * Start
   Character Setup & Course Content (4:42)

  Lecture 3 - Gameplay, Collision, and Physics
Available in days
days after you enroll
 * Start
   Character Input & Rotations (17:10)
 * Start
   Magic Projectile Attack (26:10)
 * Start
   Assignment 1 (Character Setup, Magic Projectile, Explosive Barrel) (1:51)

  Lecture 4 - Interfaces & Collision Queries
Available in days
days after you enroll
 * Start
   C++ Interfaces (Interacting with Actors) (12:45)
 * Start
   ActorComponents & Collision Traces (InteractionComponent) (35:09)
 * Start
   Animations and Timers (Improving the Attack) (7:49)

  Lecture 5 - Blueprints 101
Available in days
days after you enroll
 * Start
   What is Unreal's Blueprint? (5:46)
 * Start
   Blueprint Interaction & Casting (15:16)
 * Start
   Animating in Blueprint (14:54)
 * Start
   Projectile Blueprint & Collision (18:32)

  Lecture 6 - Debugging Tools
Available in days
days after you enroll
 * Start
   Assignment 1 Solution Review (10:10)
 * Start
   "Hotreload" Warning (0:25)
 * Start
   Debugging C++ & Blueprints (Logging, Breakpoints, Drawing Debug Shapes)
   (17:26)
 * Start
   Camera Changes & First UMG Widget (Crosshair) (5:45)
 * Start
   Assignment 2 (Blackhole Projectile, Dash Ability, Targeting) (10:17)
 * Start
   'Asserts' for pro-active detection of bugs (7:19)
 * Start
   Let me know what you think!

  Lecture 7 - UMG & (Player) Attributes
Available in days
days after you enroll
 * Start
   Attribute Component (RPG-style) (22:18)
 * Start
   UMG with Data Bindings (Health Bar) (11:26)
 * Preview
   Event-based principles with UMG (Health Change Events) (16:54)
 * Start
   Animating UMG Widgets (5:02)
 * Start
   Dealing Damage with Attributes (Explosive Barrel) (3:03)

  Lecture 8 - (Dynamic) Materials for Gameplay
Available in days
days after you enroll
 * Start
   Intro & Projectile Collision Fix (2:50)
 * Start
   Material Basics ("Shaders") (20:49)
 * Start
   Hit Flash Material & Driving Material parameters through C++ (11:25)
 * Start
   Simple Dissolve Materials (Textures) (7:28)
 * Start
   Creating Re-usable "Material Functions" (4:22)
 * Start
   Materials for User Interface (UMG) (8:34)

  Lecture 9 - Audio, Animation, UI
Available in days
days after you enroll
 * Start
   Assignment 2 Solution Review (15:40)
 * Start
   Creating Sound Cues (7:46)
 * Start
   Animation Blueprints & Handling Player Death (14:09)
 * Start
   Projected "3D" UI (Damage Numbers) (10:49)
 * Start
   Assignment 3 (Health/Damage, Audio, Projectiles, UI) (7:16)

  Lecture 10 - Basic AI & Behavior Trees
Available in days
days after you enroll
 * Start
   AI Overview (Behavior Trees, Blackboards, EQS) (5:04)
 * Start
   Bot Behaviors and Movement (23:24)
 * Start
   Custom "Check Attack Range" Service for BT (26:14)

  Lecture 11 - Intermediate AI with Custom Tasks & EQS
Available in days
days after you enroll
 * Start
   Custom C++ BT Task for Ranged Attacks (17:24)
 * Start
   Environment Queries for smarter movement (18:53)
 * Start
   Adding "Sight" with Pawn Sensing Component (12:25)
 * Start
   Improving Bot Animations & C++ Asserts (7:24)

  Lecture 12 - More AI, Environment Query Spawn Logic
Available in days
days after you enroll
 * Start
   Assignment 3 Solution Review (9:37)
 * Start
   Assignment 4 (Expanding AI Behavior) (1:32)
 * Start
   EQS to find bot spawnpoints (10:40)
 * Start
   GameMode with custom AI spawn behavior (29:59)

  Lecture 13 - Finalizing AI, Extending the Framework
Available in days
days after you enroll
 * Start
   Further AI improvements (Damage, Death, Ragdolling) (22:46)
 * Start
   More senses for AI (Reacting to Damage) (6:14)
 * Start
   Helpful utilities for game framework (static functions) (8:45)
 * Start
   Improving bot firing logic (weapon accuracy, collision checks) (11:58)
 * Start
   Damage feedback through Hitflash effect (4:41)

  Lecture 14 - UMG With C++ & More Framework Extensions
Available in days
days after you enroll
 * Preview
   3D (Projected) Health bar with C++ (29:50)
 * Start
   Updating HUD Widgets (Health, Credits, GameTime) (15:03)
 * Start
   Setup Proper Player Spawn (4:42)
 * Start
   Adding Debug Commands (8:41)

  Lecture 15 - Console Variables, GameMode Rules
Available in days
days after you enroll
 * Start
   Assignment 4 Solution Review (4:19)
 * Start
   Refining Player Respawns (13:07)
 * Start
   Console Variables for debugging and game balancing (29:39)
 * Start
   Assignment 5 (Credits System, EQS Spawning) (2:21)

  Lecture 16 - Writing our own "Gameplay Ability System" alternative
Available in days
days after you enroll
 * Start
   What is "GAS" and why write our own? (9:07)
 * Preview
   Starting our Action System and first "Action" (Sprinting) (20:24)
 * Start
   Converting the Projectile Attacks to "Actions" (21:24)
 * Start
   Improving the Physics Impulses on bot ragdolls (2:42)

  Lecture 17 - GameplayTags
Available in days
days after you enroll
 * Start
   Setting up GameplayTags (14:11)
 * Start
   Comparing Tags in our Action System (Granting and Blocking Tags) (10:47)
 * Start
   GameplayTags for DOOM-style Door & Keycard system (6:50)
 * Start
   "Parrying Attacks" using GameplayTags (21:28)

  Lecture 18 – Creating "Buffs", World Interaction
Available in days
days after you enroll
 * Start
   Assignment 5 Solution Review (12:03)
 * Start
   Creating Buffs & Debuffs (Damage over Time Effect) (21:54)
 * Start
   Improving World Interaction with UI Feedback (15:08)
 * Start
   Assignment 6 (Rage, Thorns, Power-up, Spotted UI) (3:56)

  Lecture 19 – Multiplayer 1 “Network Replication”
Available in days
days after you enroll
 * Preview
   What is Network Replication? (Client-Server Model) (15:09)
 * Preview
   Networking the world interaction logic (RPCs) (24:31)
 * Preview
   Networking the Treasure Chest (RepNotify) (13:20)

  Lecture 20 – Multiplayer 2
Available in days
days after you enroll
 * Start
   Authority and Actor instances on Clients (8:53)
 * Start
   Networking the Attributes & UI state (Health) (29:53)
 * Start
   Blueprint Networking (9:27)
 * Start
   Networking the Action System (8:55)

  Lecture 21 – Multiplayer 3
Available in days
days after you enroll
 * Start
   Assignment 6 Solution Review (12:57)
 * Start
   Assignment 7 (Replicating Attributes & Power-ups) (3:13)
 * Start
   Preparing the Actions with on-screen logging (8:37)
 * Start
   Networking UObjects & Actions (Action System) (26:31)
 * Start
   Note on RepNotify behavior (3:32)

  Lecture 22 – Finishing up Multiplayer
Available in days
days after you enroll
 * Start
   Code flow and execution between Clients and Server (10:49)
 * Start
   Limiting Authority of the Client (19:48)
 * Start
   Networking remaining features (Sprint, etc.) (6:03)
 * Start
   Improving on Event-based UI (13:50)

  Lecture 23 – Serializing Game & Player Progression
Available in days
days after you enroll
 * Start
   Setup core Save/Load Functionality (SaveGame & Slots) (15:32)
 * Start
   Serializing Player Progression (PlayerState) (11:23)
 * Start
   Serializing World Transforms (World State #1) (8:49)
 * Start
   Serializing Any Variables Automatically (World State #2) (14:05)
 * Start
   Serializing Blueprints & Saving via Actor Interaction (6:42)

  Lecture 24 – Building Menus in UMG
Available in days
days after you enroll
 * Start
   Assignment 7 Solution Review (12:05)
 * Start
   Additional Content .ZIP
 * Start
   Creating Main Menus with UMG (31:44)
 * Start
   Creating In-Game Menus (12:13)

  Lecture 25 – UMG & Styling Widgets
Available in days
days after you enroll
 * Start
   Setup Widgets & Event-based logic for Buffs/Debuffs (18:18)
 * Start
   Finishing Buff Bar & Animated materials for UI (15:03)
 * Start
   Syncing ActionEffect (Duration) for Multiplayer (7:25)
 * Start
   Widget Styling (HUD & Menus) (14:38)

  Lecture 26 – Animation Blueprints & UI Improvements
Available in days
days after you enroll
 * Start
   Animation State Machines (Stunned Effect) & C++ AnimInstance (21:26)
 * Start
   Blend Poses & Blend Spaces (Floating Sprint Animation) (14:10)
 * Start
   Status Text for Interactables (UMG) & C++ Loc Text (17:57)

  Lecture 27 – Data Assets, Data Tables, Async Loading (Asset Manager)
Available in days
days after you enroll
 * Start
   Data Tables & Data Assets (Setup for Bot Spawns) (15:26)
 * Start
   Soft References (Size Map, Reference Viewer) (12:56)
 * Start
   Primary Assets & Async Loading (Asset Manager) (19:22)

  Lecture 28 – Packaging, Performance, Polish
Available in days
days after you enroll
 * Start
   Cooking Content & Packaging (9:08)
 * Start
   Profiling Basics & Stat Commands (15:35)
 * Start
   Unreal Insights for CPU & LoadTimes (12:54)
 * Start
   Fixing up log warnings and errors (13:02)

  Lecture 29 – Wrapping Up
Available in days
days after you enroll
 * Start
   Improving the SaveGame, Collisions & UI (14:55)
 * Start
   "WARPSQUAD" Project Workflow Demo (19:59)
 * Start
   Where to go next... (6:52)
 * Start
   Let me know what you think!
 * Start
   25% Jetbrains (ReSharper C++ & Rider) Discount Coupon
 * Start
   30% Discount on Unreal Sensei Masterclass

  Additional Features
Available in days
days after you enroll
 * Start
   New and Changed in UE5
 * Start
   Programming with Subsystems (UGameInstanceSubsystem) (5:09)
 * Start
   Extending Editor & Project Settings (UDeveloperSettings) (4:24)
 * Start
   Enhanced Input System (5.2+) (21:09)


Build AI using in-editor tools like Behavior Trees and custom C++ extensions.



Using 'Environment Query System' to handle spatial reasoning for AI.



All features support multiplayer by the end of the course.

The game will run smoothly thanks to 'Unreal Insights' and other in-editor
profiling tools demonstrated in the course.

Multiplayer may be the most intimidating feature of Unreal Engine to learn on
your own. I'll be there to help you along the way!

This course contains 10+ years of my Unreal Engine experience and I truly
believe it is something you will love to take part in! I have managed to pack so
much of what I had to learn the hard way and can now explain all of it in an
easy-to-follow curriculum.

A lot of what you will learn here is simply not available elsewhere and
certainly not in such a cohesive and structured learning experience. These are
not one-off tutorials taking shortcuts while inadvertently teaching you bad
habits...You will build a proper game and framework with solid foundational
coding skills that you can take into your career as a game developer!

My 3000+ students are from all backgrounds including veteran AAA studios, indie
developers, and those just starting out in the industry!



TRUSTED BY AAA STUDIOS GLOBALLY.

Join hundreds of students from AAA studios.
Companies worldwide are using this course successfully to train their in-house
teams.
Strengthening their Unreal Engine C++ skillset or re-training from other
software such as Unity3D or proprietary engines.





GET STARTED NOW!

 


INDIE COUPON DISCOUNT

For Individuals


For Individuals, Educators and Studios with less than $1M in revenue/funding.
(Single Developer License)

or pay in installments:

$349 



Enroll
 


INDIE (PAYMENT PLAN) COUPON DISCOUNT

For Individuals


For Individuals, Educators and Studios with less than $1M in revenue/funding.
(Single Developer License)

or pay in installments:

4 payments of $89/month 



Enroll
 


PRO COUPON DISCOUNT

For developers with revenue or funding exceeding $1M USD. (Single Developer
License)


For discounted bulk enrollment and custom payment options, please contact us
directly via info@tomlooman.com

or pay in installments:

$695 



Enroll

Enroll in Course


Looking for Bulk enrollment for your Studio?

Bulk licenses and alternative payment options are available! Please contact me
using this form or directly via info@tomlooman.com to discuss options and save
on bulk enrollment.

Need to retrain your studio from Unity to Unreal? let's talk!





WHAT MY STUDENTS ARE SAYING

"I'm so happy with the course! Its the best course I ever had. I'm constantly
suprised how well everything connects and adds up from lecture to lecture. This
is a great foundation and I hope I'll join some company as game programmer in
few weeks time! Thank you"

Tomasz Cichociński

Senior Web Developer

"I had so much fun following this course. I asked many questions, to which I had
always a reply. I can say that you are going to learn much more than you imagine
with this course."

Juan Belón Pérez

Principal Software Engineer at MPG

"I've been looking for a C++-based Unreal course for a while and this was
perfect! Tom covers 3D movement and combat, but also things often missed:
multiplayer, behaviour trees, UI and materials. Everything in enough detail to
get you started and let you dive deeper if you want."

@_benui

Brace Yourself Games


EXCLUSIVE JETBRAINS TRIAL

All students receive an exclusive 180 days trial for Jetbrains ReSharper C++
(Visual Studio Plugin) and JetBrains Rider (Visual Studio Alternative) products!
This includes an exclusive 25% Discount on their ReSharper/Rider personal
licenses! These tools will help streamline your Unreal C++ programming
experience.




FREQUENTLY ASKED QUESTIONS


When does the course start and finish?
It is a completely self-paced course.
How long do I have access to the course?
You have unlimited access to this course.
What if I am unhappy with the course?
If you are unsatisfied with your purchase, contact me in within 30 days and I
will give you a full refund.
Is this course compatible with Unreal Engine 5?
Yes, the course works for any version Unreal Engine 4.25+ and the latest version
of 5! The Unreal C++ concepts have remained the same, there are only minor
differences for us between both versions. Where necessary, lectures will include
the changes.
Can I follow along on Mac and/or Visual Studio alternative?
Yes. It works on platforms other than Windows, and Visual Studio isn't required
either! You can use apps like Rider, Visual Studio Code, or XCode. Some code
editor features may look a little different. We write exactly the same code and
use the same workflow regardless of IDE/OS you wish to use.
What level of programming know-how is expected before starting?
The course is challenging and assumes some basic programming experience. While
knowing basic C++ is ideal, other programming languages like C#, Java, etc. work
fine too as they all share the same core principles we need to write games with
Unreal Engine.
Is this an official Stanford University course?
No, while this course curriculum has been taught to Computer Science students at
Stanford University it is not affiliated nor owned/managed by the university in
any capacity. Therefore, enrolling in this course does not make you a Stanford
student, but the quality of the course should speak for itself!
Is there Q&A support?
Yes, I am available to help you throughout the course!
How does this compare to your previous courses?
It's been 4 years since the last course, and a lot has changed since then! I've
learned many new things about C++ concepts, Unreal quirks, building a gameplay
framework, and industry best practices that I've incorporated into this course.
Even if you took my previous course, this new program contains a lot of valuable
new information that is difficult to find elsewhere.
Are English Captions/Subtitles available?
Yes! All videos have handmade English Captions.
I'm interested in your course, but the exchange rate is too high for me. Is
there anything you can do?
Please don't hesitate to reach out directly via info@tomlooman.com to discuss
discounts or alternative payment options. We want to make sure that our course
is accessible to everyone.
I am transitioning from Unity, is this course a good fit for me?
Absolutely! Unreal's C++ isn't as scary as you might think coming from C#. I was
in the same boat many years ago with a C# background myself.

If you have any questions that are not listed above, feel free you reach out to
me through my contact form or direct via info@tomlooman.com.

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