虚幻引擎 5 - 游戏能力系统 - 自上而下的 RPG
上次更新时间:2024-12-14
课程售价: 2.9 元
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课程内容
- 001 Introduction (免费)
- 003 Project Creation (免费)
- 004 Setting up Version Control
- 005 The Base Character Class
- 006 Player and Enemy Characters
- 007 Character Blueprint Setup
- 008 Animation Blueprints
- 009 Enhanced Input
- 010 Aura Player Controller
- 011 Movement Input
- 012 Game Mode
- 013 Enemy Interface
- 014 Highlight Enemies
- 015 Post Process Highlight
- 017 The Gameplay Ability System
- 018 The Main Parts of GAS
- 019 The Player State
- 020 Ability System Component and Attribute Set
- 021 GAS in Multiplayer
- 022 Constructing the ASC and AS
- 023 Replication Mode
- 024 Init Ability Actor Info
- 026 Attributes
- 027 Health and Mana
- 028 Attribute Accessors
- 029 Effect Actor
- 031 Game UI Architecture
- 032 Aura User Widget and Widget Controller
- 033 Globe Progress Bar
- 034 Health Globe
- 035 Aura HUD
- 036 Overlay Widget Controller
- 037 Broadcasting Initial Values
- 038 Listening for Attribute Changes
- 039 Callbacks for Mana Changes
- 041 Gameplay Effects
- 042 Effect Actor Improved
- 043 Instant Gameplay Effects
- 044 Duration Gameplay Effects
- 045 Periodic Gameplay Effects
- 046 Effect Stacking
- 047 Infinite Gameplay Effects
- 048 Instant and Duration Application Policy
- 049 Infinite Effect Application and Removal
- 050 PreAttributeChange
- 051 PostGameplayEffectExecute
- 052 Curve Tables for Scalable Floats
- 054 Gameplay Tags
- 055 Creating Gameplay Tags in the Editor
- 056 Creating Gameplay Tags from Data Tables
- 058 Apply Gameplay Tags with Effects
- 059 Gameplay Effect Delegates
- 060 Get All Asset Tags
- 061 Broadcasting Effect Asset Tags
- 062 UI Widget Data Table
- 063 Retrieving Rows from Data Tables
- 064 Broadcasting Data Table Rows
- 065 Message Widget
- 066 Animating the Message Widget
- 067 Replacing Callbacks with Lambdas
- 068 Ghost Globe
- 069 Properly Clamping Attributes
- 071 Initialize Attributes from a Data Table
- 072 Initialize Attributes with Gameplay Effects
- 073 Attribute Based Modifiers
- 074 Modifier Order of Operations
- 075 Modifier Coefficients
- 076 Secondary Attributes
- 077 Derived Attributes
- 078 Custom Calculations
- 079 Player Level and Combat Interface
- 080 Modifier Magnitude Calculations
- 081 Initializing Vital Attributes
- 083 Attribute Menu Game Plan
- 084 Attribute Menu Framed Value
- 085 Attribute Menu Text Value Row
- 086 Attribute Menu Text Value Button Row
- 087 Attribute Menu Construction
- 088 Button Widget
- 089 Wide Button Widget
- 090 Opening the Attribute Menu
- 091 Closing the Attribute Menu
- 092 Plan for Displaying Attribute Data
- 093 Gameplay Tags Singleton
- 094 Aura Asset Manager
- 095 Native Gameplay Tags
- 096 Attribute Info Data Asset
- 097 Attribute Menu Widget Controller
- 098 Aura Ability System Blueprint Library
- 099 Constructing the Attribute Menu Widget Controller
- 100 Attribute Info Delegate
- 101 Widget Attribute Tags
- 102 Mapping Tags to Attributes
- 103 Responding to Attribute Changes
- 105 Gameplay Abilities
- 106 Granting Abilities
- 107 Settings on Gameplay Abilities
- 108 Input Config Data Asset
- 109 Aura Input Component
- 110 Callbacks for Ability Input
- 111 Activating Abilities
- 112 Click To Move
- 113 Setting Up Click to Move
- 114 Setting Up Auto Running
- 115 Implementing Auto Running
- 116 Code Clean Up
- 117 Aura Projectile
- 118 Aura Projectile Spell
- 119 Spawning Projectiles
- 121 Ability Tasks
- 122 Sending Gameplay Events
- 123 Spawn FireBolt from Event
- 124 Custom Ability Tasks
- 125 Target Data
- 126 Send Mouse Cursor Data
- 127 Receiving Target Data
- 128 Prediction in GAS
- 129 Orienting the Projectile
- 130 Motion Warping
- 131 Projectile Impact
- 132 Projectile Collision Channel
- 133 Projectile Gameplay Effect
- 134 Enemy Health Bar
- 135 Ghost Bar
- 137 RPG Character Classes
- 138 Character Class Info
- 139 Default Attribute Effects
- 140 Curve Tables CSV and JSON
- 141 Initializing Enemy Attributes
- 143 Meta Attributes
- 144 Damage Meta Attribute
- 145 Set By Caller Magnitude
- 146 Ability Damage
- 147 Enemy Hit React
- 148 Activating the Enemy Hit React Ability
- 149 Enemy Death
- 150 Dissolve Effect
- 151 Floating Text Widget
- 152 Showing Damage Text
- 153 Execution Calculations
- 154 Damage Execution Calculation
- 155 ExecCalcs Capturing Attributes
- 156 Implementing Block Chance
- 157 Implementing Armor and Armor Penetration
- 158 Damage Calculation Coefficients
- 159 Implementing Critical Hits
- 161 The Gameplay Effect Context
- 162 Custom Gameplay Effect Context
- 163 NetSerialize
- 164 Implementing Net Serialize
- 165 Struct Ops Type Traits
- 166 Aura Ability System Globals
- 167 Using a Custom Effect Context
- 168 Floating Text Color
- 169 Hit Message
- 170 Damage Types
- 171 Mapping Damage Types to Resistances
- 172 Resistance Attributes
- 173 Resistance Damage Reduction
- 174 Multiplayer Test
- 176 Enemy AI Setup
- 177 AI Controller Blackboard and Behavior Tree
- 178 Behavior Tree Service
- 179 Blackboard Keys
- 180 Finding the Nearest Player
- 181 AI and Effect Actors
- 182 Behavior Tree Decorators
- 183 Attack Behavior Tree Task
- 184 Find New Location Around Target
- 185 Environment Query System
- 186 Environment Queries
- 187 EQS Tests
- 188 Distance Test
- 189 Using EQS Queries in Behavior Trees
- 191 Melee Attack Ability
- 192 Attack Montage
- 193 Combat Target
- 194 Melee Attack Gameplay Event
- 195 Get Live Players Within Radius
- 196 Causing Melee Damage
- 197 Multiplayer Melee Test
- 198 Montage Gameplay Tags
- 199 Tagged Montage
- 200 Multiple Attack Sockets
- 201 Ghoul Enemy
- 202 Ghoul Attack Montages
- 203 Melee Polish
- 205 Ranged Attack
- 206 Rock Projectile
- 207 Ranged Damage Curve
- 208 Granting Ranged Attacks
- 209 Slingshot Attack Montage
- 210 Playing the Ranged Attack Montage
- 211 Spawning the Rock Projectile
- 212 Slingshot Animation Blueprint
- 213 Slingshot Attack Montage
- 215 Goblin Shaman
- 216 Shaman Attack Montage
- 217 Shaman Attack Ability
- 218 Dead Blackboard Key
- 219 Enemies Multiplayer Testing
- 221 Goblin Spear Sound Notifies
- 222 Impact Effects
- 223 Melee Impact Gameplay Cue
- 224 Montage and Socket Tags
- 225 Goblin Spear Hurt and Death Sounds
- 226 Goblin Slingshot Sound Notifies
- 227 Rock Impact Effects
- 228 Goblin Shaman Sound Notifies
- 229 Ghoul Sound Notifies
- 230 Ghoul Swipe Trail
- 231 Demon Blueprint
- 232 Demon Melee Attack
- 233 Demon Ranged Attack
- 234 Demon Sound Notifies
- 235 Demon Dissolve Effect
- 236 Shaman Summon Locations
- 237 Async Spawn Times
- 238 Summoning Particle Effect
- 239 Select Minion Class at Random
- 240 Minion Summon Montage
- 241 Minion Count
- 242 Elementalist Behavior Tree
- 243 Elementalist Attack Task
- 244 Decrementing Minion Count
- 245 Adding Juice with Tweening
- 246 Enemies Final Polish
- 248 Level Lighting and Post Process
- 249 Texture Streaming Pool Over Budget
- 250 Flame Pillar Actor
- 251 Fade Actor
- 252 Fading Out Obstructing Geometry
- 253 Health Mana Spells Widget
- 254 Spell Globe
- 255 Adding Spell Globes
- 256 XP Bar
- 257 Ability Info Data Asset
- 258 Initialize Overlay Startup Abilities
- 259 For Each Ability Delegate
- 260 Binding Widget Events to the Ability Info Delegate
- 261 Gameplay Ability Cost
- 262 Gameplay Ability Cooldown
- 263 Cooldown Async Task
- 264 Cooldown Tags in Ability Info
- 265 Showing Cooldown Time in the HUD
- 266 Modeling Mode
- 268 Experience and Leveling Up
- 269 Level Up Info Data Asset
- 270 Adding XP to the Player State
- 271 Listening for XP Changes
- 272 Awarding XP Game Plan
- 273 XP Reward for Enemies
- 274 Incoming XP Meta Attribute
- 275 Passively Listening for Events
- 276 Sending XP Events
- 277 Showing XP in the HUD
- 278 Level Up Interface Function
- 279 Leveling Up
- 280 Showing Level in the HUD
- 281 Level Up Niagara System
- 282 Level Up HUD Message
- 284 Attribute Points Member Variable
- 285 Showing Attribute Points in the HUD
- 286 Attribute Upgrade Buttons
- 287 Upgrading Attributes
- 288 Top Off Our Fluids
- 289 Attribute Menu Polish
- 291 Spell Menu Design
- 292 Spell Globe Button
- 293 Offensive Spell Tree
- 294 Passive Spell Tree
- 295 Equipped Spell Row
- 296 Spell Menu Widget
- 297 Spell Description Box
- 298 Spell Menu Button
- 299 Spell Menu Widget Controller
- 300 Constructing the Spell Menu Widget Controller
- 301 Equipped Row Button
- 302 Ability Status and Type
- 303 Showing Abilities in the Spell Tree
- 304 Ability Level Requirement
- 305 Update Ability Statuses
- 306 Updating Status in the Spell Menu
- 307 Show Spell Points
- 308 Selecting Icons
- 309 Deselecting Icons
- 310 Spell Menu Buttons
- 311 Selected Ability
- 312 Spending Spell Points
- 313 Rich Text Blocks
- 314 Spell Descriptions
- 315 FireBolt Description
- 316 Cost and Cooldown in Spell Description
- 317 Self Deselect
- 318 Equipped Spell Row Animations
- 319 Ability Types
- 320 Equipping Abilities
- 321 Updating the Overlay When Equipping Abilities
- 322 Globe Reassigned
- 323 Unbinding Delegates
- 325 Debuff Tags
- 326 Debuff Parameters
- 327 Damage Effect Params Struct
- 328 Using Damage Effect Params
- 329 Determining Debuff
- 330 Debuff Info in the Effect Context
- 331 Debuff in the Attribute Set
- 332 Dynamic Gameplay Effects
- 333 Debuff Niagara Component
- 334 Death Impulse Magnitude
- 335 Death Impulse in the Effect Context
- 336 Handling Death Impulse
- 337 Knockback
- 339 FireBolt Projectile Spread
- 340 Spawning Multiple Projectiles
- 341 Homing Projectiles
- 342 Click Niagara System
- 343 Invoke Replicated Event
- 344 Aura Beam Spell
- 345 Electrocute Montage
- 346 Player Block Tags
- 347 GameplayCue Notify Paths
- 348 Gameplay Cue Notify Actor
- 349 Electrocute Looping Sound
- 350 Target Trace Channel
- 351 First Trace Target
- 352 Additional Targets
- 353 Shock Loop Cues on Additional Targets
- 354 Electrocute Cost Cooldown and Damage
- 355 Applying Electrocute Cost and Damage
课程内容
330个讲座
- 001 Introduction (免费)
- 003 Project Creation (免费)
- 004 Setting up Version Control
- 005 The Base Character Class
- 006 Player and Enemy Characters
- 007 Character Blueprint Setup
- 008 Animation Blueprints
- 009 Enhanced Input
- 010 Aura Player Controller
- 011 Movement Input
- 012 Game Mode
- 013 Enemy Interface
- 014 Highlight Enemies
- 015 Post Process Highlight
- 017 The Gameplay Ability System
- 018 The Main Parts of GAS
- 019 The Player State
- 020 Ability System Component and Attribute Set
- 021 GAS in Multiplayer
- 022 Constructing the ASC and AS
- 023 Replication Mode
- 024 Init Ability Actor Info
- 026 Attributes
- 027 Health and Mana
- 028 Attribute Accessors
- 029 Effect Actor
- 031 Game UI Architecture
- 032 Aura User Widget and Widget Controller
- 033 Globe Progress Bar
- 034 Health Globe
- 035 Aura HUD
- 036 Overlay Widget Controller
- 037 Broadcasting Initial Values
- 038 Listening for Attribute Changes
- 039 Callbacks for Mana Changes
- 041 Gameplay Effects
- 042 Effect Actor Improved
- 043 Instant Gameplay Effects
- 044 Duration Gameplay Effects
- 045 Periodic Gameplay Effects
- 046 Effect Stacking
- 047 Infinite Gameplay Effects
- 048 Instant and Duration Application Policy
- 049 Infinite Effect Application and Removal
- 050 PreAttributeChange
- 051 PostGameplayEffectExecute
- 052 Curve Tables for Scalable Floats
- 054 Gameplay Tags
- 055 Creating Gameplay Tags in the Editor
- 056 Creating Gameplay Tags from Data Tables
- 058 Apply Gameplay Tags with Effects
- 059 Gameplay Effect Delegates
- 060 Get All Asset Tags
- 061 Broadcasting Effect Asset Tags
- 062 UI Widget Data Table
- 063 Retrieving Rows from Data Tables
- 064 Broadcasting Data Table Rows
- 065 Message Widget
- 066 Animating the Message Widget
- 067 Replacing Callbacks with Lambdas
- 068 Ghost Globe
- 069 Properly Clamping Attributes
- 071 Initialize Attributes from a Data Table
- 072 Initialize Attributes with Gameplay Effects
- 073 Attribute Based Modifiers
- 074 Modifier Order of Operations
- 075 Modifier Coefficients
- 076 Secondary Attributes
- 077 Derived Attributes
- 078 Custom Calculations
- 079 Player Level and Combat Interface
- 080 Modifier Magnitude Calculations
- 081 Initializing Vital Attributes
- 083 Attribute Menu Game Plan
- 084 Attribute Menu Framed Value
- 085 Attribute Menu Text Value Row
- 086 Attribute Menu Text Value Button Row
- 087 Attribute Menu Construction
- 088 Button Widget
- 089 Wide Button Widget
- 090 Opening the Attribute Menu
- 091 Closing the Attribute Menu
- 092 Plan for Displaying Attribute Data
- 093 Gameplay Tags Singleton
- 094 Aura Asset Manager
- 095 Native Gameplay Tags
- 096 Attribute Info Data Asset
- 097 Attribute Menu Widget Controller
- 098 Aura Ability System Blueprint Library
- 099 Constructing the Attribute Menu Widget Controller
- 100 Attribute Info Delegate
- 101 Widget Attribute Tags
- 102 Mapping Tags to Attributes
- 103 Responding to Attribute Changes
- 105 Gameplay Abilities
- 106 Granting Abilities
- 107 Settings on Gameplay Abilities
- 108 Input Config Data Asset
- 109 Aura Input Component
- 110 Callbacks for Ability Input
- 111 Activating Abilities
- 112 Click To Move
- 113 Setting Up Click to Move
- 114 Setting Up Auto Running
- 115 Implementing Auto Running
- 116 Code Clean Up
- 117 Aura Projectile
- 118 Aura Projectile Spell
- 119 Spawning Projectiles
- 121 Ability Tasks
- 122 Sending Gameplay Events
- 123 Spawn FireBolt from Event
- 124 Custom Ability Tasks
- 125 Target Data
- 126 Send Mouse Cursor Data
- 127 Receiving Target Data
- 128 Prediction in GAS
- 129 Orienting the Projectile
- 130 Motion Warping
- 131 Projectile Impact
- 132 Projectile Collision Channel
- 133 Projectile Gameplay Effect
- 134 Enemy Health Bar
- 135 Ghost Bar
- 137 RPG Character Classes
- 138 Character Class Info
- 139 Default Attribute Effects
- 140 Curve Tables CSV and JSON
- 141 Initializing Enemy Attributes
- 143 Meta Attributes
- 144 Damage Meta Attribute
- 145 Set By Caller Magnitude
- 146 Ability Damage
- 147 Enemy Hit React
- 148 Activating the Enemy Hit React Ability
- 149 Enemy Death
- 150 Dissolve Effect
- 151 Floating Text Widget
- 152 Showing Damage Text
- 153 Execution Calculations
- 154 Damage Execution Calculation
- 155 ExecCalcs Capturing Attributes
- 156 Implementing Block Chance
- 157 Implementing Armor and Armor Penetration
- 158 Damage Calculation Coefficients
- 159 Implementing Critical Hits
- 161 The Gameplay Effect Context
- 162 Custom Gameplay Effect Context
- 163 NetSerialize
- 164 Implementing Net Serialize
- 165 Struct Ops Type Traits
- 166 Aura Ability System Globals
- 167 Using a Custom Effect Context
- 168 Floating Text Color
- 169 Hit Message
- 170 Damage Types
- 171 Mapping Damage Types to Resistances
- 172 Resistance Attributes
- 173 Resistance Damage Reduction
- 174 Multiplayer Test
- 176 Enemy AI Setup
- 177 AI Controller Blackboard and Behavior Tree
- 178 Behavior Tree Service
- 179 Blackboard Keys
- 180 Finding the Nearest Player
- 181 AI and Effect Actors
- 182 Behavior Tree Decorators
- 183 Attack Behavior Tree Task
- 184 Find New Location Around Target
- 185 Environment Query System
- 186 Environment Queries
- 187 EQS Tests
- 188 Distance Test
- 189 Using EQS Queries in Behavior Trees
- 191 Melee Attack Ability
- 192 Attack Montage
- 193 Combat Target
- 194 Melee Attack Gameplay Event
- 195 Get Live Players Within Radius
- 196 Causing Melee Damage
- 197 Multiplayer Melee Test
- 198 Montage Gameplay Tags
- 199 Tagged Montage
- 200 Multiple Attack Sockets
- 201 Ghoul Enemy
- 202 Ghoul Attack Montages
- 203 Melee Polish
- 205 Ranged Attack
- 206 Rock Projectile
- 207 Ranged Damage Curve
- 208 Granting Ranged Attacks
- 209 Slingshot Attack Montage
- 210 Playing the Ranged Attack Montage
- 211 Spawning the Rock Projectile
- 212 Slingshot Animation Blueprint
- 213 Slingshot Attack Montage
- 215 Goblin Shaman
- 216 Shaman Attack Montage
- 217 Shaman Attack Ability
- 218 Dead Blackboard Key
- 219 Enemies Multiplayer Testing
- 221 Goblin Spear Sound Notifies
- 222 Impact Effects
- 223 Melee Impact Gameplay Cue
- 224 Montage and Socket Tags
- 225 Goblin Spear Hurt and Death Sounds
- 226 Goblin Slingshot Sound Notifies
- 227 Rock Impact Effects
- 228 Goblin Shaman Sound Notifies
- 229 Ghoul Sound Notifies
- 230 Ghoul Swipe Trail
- 231 Demon Blueprint
- 232 Demon Melee Attack
- 233 Demon Ranged Attack
- 234 Demon Sound Notifies
- 235 Demon Dissolve Effect
- 236 Shaman Summon Locations
- 237 Async Spawn Times
- 238 Summoning Particle Effect
- 239 Select Minion Class at Random
- 240 Minion Summon Montage
- 241 Minion Count
- 242 Elementalist Behavior Tree
- 243 Elementalist Attack Task
- 244 Decrementing Minion Count
- 245 Adding Juice with Tweening
- 246 Enemies Final Polish
- 248 Level Lighting and Post Process
- 249 Texture Streaming Pool Over Budget
- 250 Flame Pillar Actor
- 251 Fade Actor
- 252 Fading Out Obstructing Geometry
- 253 Health Mana Spells Widget
- 254 Spell Globe
- 255 Adding Spell Globes
- 256 XP Bar
- 257 Ability Info Data Asset
- 258 Initialize Overlay Startup Abilities
- 259 For Each Ability Delegate
- 260 Binding Widget Events to the Ability Info Delegate
- 261 Gameplay Ability Cost
- 262 Gameplay Ability Cooldown
- 263 Cooldown Async Task
- 264 Cooldown Tags in Ability Info
- 265 Showing Cooldown Time in the HUD
- 266 Modeling Mode
- 268 Experience and Leveling Up
- 269 Level Up Info Data Asset
- 270 Adding XP to the Player State
- 271 Listening for XP Changes
- 272 Awarding XP Game Plan
- 273 XP Reward for Enemies
- 274 Incoming XP Meta Attribute
- 275 Passively Listening for Events
- 276 Sending XP Events
- 277 Showing XP in the HUD
- 278 Level Up Interface Function
- 279 Leveling Up
- 280 Showing Level in the HUD
- 281 Level Up Niagara System
- 282 Level Up HUD Message
- 284 Attribute Points Member Variable
- 285 Showing Attribute Points in the HUD
- 286 Attribute Upgrade Buttons
- 287 Upgrading Attributes
- 288 Top Off Our Fluids
- 289 Attribute Menu Polish
- 291 Spell Menu Design
- 292 Spell Globe Button
- 293 Offensive Spell Tree
- 294 Passive Spell Tree
- 295 Equipped Spell Row
- 296 Spell Menu Widget
- 297 Spell Description Box
- 298 Spell Menu Button
- 299 Spell Menu Widget Controller
- 300 Constructing the Spell Menu Widget Controller
- 301 Equipped Row Button
- 302 Ability Status and Type
- 303 Showing Abilities in the Spell Tree
- 304 Ability Level Requirement
- 305 Update Ability Statuses
- 306 Updating Status in the Spell Menu
- 307 Show Spell Points
- 308 Selecting Icons
- 309 Deselecting Icons
- 310 Spell Menu Buttons
- 311 Selected Ability
- 312 Spending Spell Points
- 313 Rich Text Blocks
- 314 Spell Descriptions
- 315 FireBolt Description
- 316 Cost and Cooldown in Spell Description
- 317 Self Deselect
- 318 Equipped Spell Row Animations
- 319 Ability Types
- 320 Equipping Abilities
- 321 Updating the Overlay When Equipping Abilities
- 322 Globe Reassigned
- 323 Unbinding Delegates
- 325 Debuff Tags
- 326 Debuff Parameters
- 327 Damage Effect Params Struct
- 328 Using Damage Effect Params
- 329 Determining Debuff
- 330 Debuff Info in the Effect Context
- 331 Debuff in the Attribute Set
- 332 Dynamic Gameplay Effects
- 333 Debuff Niagara Component
- 334 Death Impulse Magnitude
- 335 Death Impulse in the Effect Context
- 336 Handling Death Impulse
- 337 Knockback
- 339 FireBolt Projectile Spread
- 340 Spawning Multiple Projectiles
- 341 Homing Projectiles
- 342 Click Niagara System
- 343 Invoke Replicated Event
- 344 Aura Beam Spell
- 345 Electrocute Montage
- 346 Player Block Tags
- 347 GameplayCue Notify Paths
- 348 Gameplay Cue Notify Actor
- 349 Electrocute Looping Sound
- 350 Target Trace Channel
- 351 First Trace Target
- 352 Additional Targets
- 353 Shock Loop Cues on Additional Targets
- 354 Electrocute Cost Cooldown and Damage
- 355 Applying Electrocute Cost and Damage