Warehouse Wrackage
My first project in Unreal Engine 5, where I learned the basic concepts of the engine and blueprint programming. In this project, we launch projectiles to destroy piles of barrels and test some physics concepts of the engine.

This project is based from the GameDev.tv's Unreal Engine 5 C++ Developer: Learn C++ & Make Video Games course.

The main concepts learned with this project:
- Blueprint Nodes
- Actors and Components
- Blueprint Class
- Physics and forces
- Actor Spawning

Obstacle Assault
My second project with Unreal Engine 5, in this project, I've started to use C++ combined with blueprint. Creating blueprint class from the C++ class, creating functions that can be called from a blueprint (blueprint callables), and defining behaviors for environment obstacles.

This project is based on the GameDev.tv's Unreal Engine 5 C++ Developer: Learn C++ & Make Video Games course.

The main concepts learned with this project:
- Blueprint Nodes with C++
- C++ classes
- C++ concepts like pointers, forward declaring, header files, and compilations
- Tick and Begin Play functions
- Scene Component and Actor Component
Crypt Raider
On this project, based on GameDev.tv course, I've learned more advanced C++ programming and components in Unreal Engine 5. 

Here I've learned new concepts for unreal engine development:
- Game Mode
- UWorld class
- Character Class
- Collision channel and Overlap events;
- Physics Handle;
- The new Unreal Enhanced Input;
- Input Map Context and Input Actions
- Scene Component and Actor Component
-  Level Design With modular components.
Stack OBot
This project is still in progress, with it I've learned about the following features of Unreal Engine 5:
- Terrain creation and edition
- Character Blueprint class
- Character Movement, using spring arm and Blueprint
- Character Animation
- Meta Sounds
Toon Tanks
This project is still in progress, with it I've learned the following concepts for Unreal Engine 5:
- Actor Constructor;
- Component creation in C++ with CreateDefaultSubobject;
- UProperty access, Like EditAnywhere, BlueprintReadWrite, VisibleAnywhere, and others;
- Timer with callback;
- Spawn Actor;
- Projectile Movement (UProjectileMovementComponent);
- Pawn Inherent
- Player possession of a pawn
- Rotation with MouseHitResult (mouse position on the screen)

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