Game development

Stage 2 of 8 · 8 lessons · ~2 months

Programming for games

Learn Unreal gameplay programming Blueprints first: actors and components, the gameplay framework and Blueprint communication, then C++ basics with UCLASS, UPROPERTY and UFUNCTION.

Start: Blueprints first

Lessons· one lesson for each topic, in this order

  1. 1Blueprints first
  2. 2Actors, components and the gameplay framework
  3. 3Blueprint communication and event dispatchers
  4. 4C++ in Unreal: UCLASS, UPROPERTY and UFUNCTION
  5. 5Small scripts and composition
  6. 6Exposed variables and tuning
  7. 7State machines
  8. 8Debugging games

Do this

  • Finish the first units of your engine's official beginner course.
  • Rebuild the player from your clone with a state machine instead of booleans.
  • Split one large script into at least three small components or child nodes.
  • Add a health component that raises an event and a UI element that listens to it.
  • Expose every tuning value in the editor and tune the jump or movement until it feels right.
  • Fix one bug using a breakpoint and one using debug drawing.
  • Commit after each working change.

Start with· follow one of these

Practise

  • Free mentored exercises in C# and C++ to strengthen the language outside the engine

Keep handy

Also worth your time

Before moving on: A small Unreal game built in Blueprints with one system moved to C++: a character with a state machine, an enemy, a health component that broadcasts an event dispatcher or delegate, and a UMG widget that listens to it.

Tauseef's advice
Follow the official course for your engine, but after every lesson change the project without instructions: add an enemy, a power-up, a second level. The difference between people who can make games and people who can follow tutorials is exactly that moment of building something the video did not show.

Mark this stage as not done?