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Toggle navigation * Blog * Contact * Login * Sign Up 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. © Tom Looman 2023 * Terms of Use * Privacy Policy * YouTube * Blog * GitHub * LinkedIn Completed Incomplete Incomplete disabled Completed Incomplete Incomplete disabled