Unreal Engine 5 – Gameplay Ability System – Top Down RPG
Create a multiplayer RPG with Unreal Engine’s Gameplay Ability System (GAS)!
Created by Stephen Ulibarri | 74 hours on-demand video course
This is the most comprehensive Unreal Engine course available. If you want to learn how to architect a fully-functional RPG game, this course will give you the ability to do so with an expandable code base, architected with AAA quality code. If you’ve ever wondered where to draw the line between C++ and Blueprints, this is the course for you. If you’ve ever wanted to create an RPG complete with a stats system, abilities, leveling up, spells, attributes, menus, all while keeping your code base clean and following best practices, this is the course for you. If you want to step up your Unreal Engine development capabilities and better understand the inner workings of the engine, this course is for you. If you have plans to make your own serious game with interconnecting systems, involving attributes, abilities, level ups, enemies and AI, and coded for multiplayer, this is the course for you!
In this course, we will create a top-down RPG style game, filled with systems architected using Unreal Engine’s built-in Gameplay Ability System (GAS). This is where you will learn how to architect a shipped game, and code it expertly so it can be easily expanded, upgraded, and maintained. We follow SOLID coding principles, and balance the Blueprint/C++ ratio in a way that AAA shipped games do, such as Fortnite. My experience with AAA shipped game code, as well as consultations with industry veteran developers has allowed me to reveal to you the way a real shipped game’s code base looks like. If you’ve ever wondered how much of a game can be kept in Blueprint versus C++, look no further.
What you’ll learn
- Unreal Engine’s Gameplay Ability System
- Multiplayer Gameplay Mechanics
- Creation of a full RPG with Combat, Experience and Level Ups, Enemies, Spells, Menus, Game Saving, and much more
- SOLID coding principles and AAA quality code architecture
- How to determine which code goes in Blueprints and which code goes in C++ for optimal performance in a shipped game
- Scalable, modular, maintainable, and expandable code that can serve as the foundation for any serious game
- All core features of the Gameplay Ability System
- Code debugging tools and practices
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