欢迎来到终极虚幻引擎射击课程，这是最全面的，虚幻引擎 Welcome to the ultimate unreal engine shooter course, this is the most comprehensive, unreal engine
Internet上的c++系列教程，没有任何其他的课程会覆盖你这样五花八门的虚幻 C++ tutorial series on the Internet, and no other course will you cover such a wide variety of unreal
引擎开发主题。 engine development topics.
你将学习游戏玩法开发的每个方面，你将开发一个功能齐全的射击游戏 You'll learn every aspect of gameplay development and you'll develop a fully functional shooter game
有大量的特征。 with a huge body of features.
本课程涵盖的主题包括角色创建、运动控制器和输入动画 The topics covered in this course include character creation and movement controllers and input animation
蓝图，广泛覆盖的动画蓝图，特色一天和2D混合空间和动画 blueprints, extensive coverage of animation blueprints, features one day and 2D blend spaces and animation
功能，如扫射转弯的地方，AIM偏移，反运动学修复手的位置 features such as Strafing Turn in place, AIM Offsets, Inversed Kinematics to fix hand placement for
不同的武器类型。 different weapon types.
动画曲线用于驱动游戏角色Leane在奔跑、蹲伏和动态胶囊时的数据 Animation curve's to drive data for gameplay character Leane when running, crouching and dynamic capsule
调整大小，武器射击后坐力等等。 resizing, weapon fire recoil and much more.
你将覆盖武器火与爆炸和冲击粒子，束粒子，声音效果和炮弹 You'll cover weapon fire with blast and impact particles, beam particles, sound effects and shell
弹出粒子将涵盖如何混合动画每骨布尔和枚举数据类型。 eject particles will cover how to blend animations per bone by boolean and enum data types.
所以你可以播放一个动画，比如跑步或蹲伏，同时播放其他动画 So you can play one animation such as running or crouching while simultaneously playing other animations
与身体的其他部分，如重新装填，射击和瞄准。 with other parts of the body, such as reloading, firing and aiming.
我们将学习如何附加和装备不同的武器类型，如雌蕊，smg和突击步枪。 We'll learn how to attach and equip different weapon types such as pistils, SMGs and assault rifles.
我们会同时处理自动和半自动射击。 And we'll cover both automatic and semiautomatic gunfire.
我们将学习如何使用不同的骨骼网的枪移动和移除不同的骨头 We'll learn how to use the different bones on the skeletal mesh of guns to move and remove different
部分，如枪夹或移动滑梯上的手枪射击时，将覆盖。 parts, such as the gun clip or moving the slide on a pistol while firing will cover.
瞄准机制和瞄准时将镜头放大将覆盖动态十字准星 Aiming mechanics and zooming in on the camera while aiming will cover dynamic crosshairs which have
受人物影响传播。 spread affected by characters.
速度跳跃，瞄准，射击，每个武器都有不同的十字准星，这些都将覆盖动态部件 Speed jumping, aiming, firing and will have different crosshairs per weapon will cover dynamic widgets
显示项目类型。 that pop up to show item types.
稀有元素和物品账户(如弹药数量和物品名称)将包含动态部件动画 Rarities and item accounts such as ammo amounts as well as item names will cover dynamic widget animations
会有一个完整的库存系统，这样我们可以储存多种武器，交换武器和展示物品 will implement a full inventory system so we can store multiple weapons, swap weapons and show item
稀缺性与不同的背景颜色在库存，以及不同的发光效果的物品 rarity with different background colors in the inventory, as well as a different glow effect for items
在这个世界上。 in the world.
我们将介绍数据表，这样我们就可以存储值表，并在代码中使用这些表来有效地设置a We'll cover data tables so we can store tables of values and use those in code to efficiently set a
基于项目类别的变量数量。 number of variables based on item categories.
我们将介绍如何在c++中访问数据表变量以及如何在类中设置变量。 We'll cover how to access data table variables in C++ and set variables on our classes.
在c++版本的构造脚本。 In the C++ version of the construction script.
我们将通过使用曲线和插值来覆盖项目运动，以获得这些惊人的项目运动 We'll cover item movement by the use of curve's and interpolation to get these amazing item movement
效果。 effects.
当拾取和装备项目，我们将覆盖材料创造从零开始得到轮廓和 When picking up and equipping items, we'll cover material creation from scratch to get outline and
发光效果使用后处理材料，自定义深度通道和车轮控制，脉冲和发光 glow effects using post-process materials, the custom depth channel and wheel control, pulse and glow
参数与曲线的使用，将创建材质实例和实例参数驱动 parameters with the use of curves and will create material instances and instance parameters driven
by c++ data将涵盖使用来自不同骨架的动画和重定向动画 by C++ data will cover retargeting animations using animations from different skeleton's and retargeting
整个动画的蓝图。 entire animation blueprints.
所以我们可以把我们为一个角色所做的所有工作应用到一个完全不同的角色上 So we can take all of our work that we've done for one character and apply it to a completely different
骨骼网格。 skeletal mesh.
我们将涵盖弹药，计数部件，健壮的算法，可以在拾起巨大时进行压力测试 We'll cover ammo, count widgets, robust algorithms that can be stress tested when picking up huge
物品拾取的数量，包括生命值和弹药，武器开火和在不同的战斗中重新装填。 numbers of item pickups, both health and ammo, weapon firing and reload in different combat.
各州将创建和使用各种动画蒙太奇，我们将使用许多不同的数据结构， States will create and use various animation montages and we'll use lots of different data structures,
包括笔画、奥诺玛默斯阵列和地图。 including strokes, Oenomaus arrays and maps.
本课程提供了大量的资产，我为您提供，如声音，网格，纹理和 This course comes with tons of assets that I provide you with, such as sounds, meshes, textures and
粒子效果。 particle effects.
我告诉你，你可以在网上找到无数其他的免费资产。 And I show you where you can find countless other free assets on the Internet.
史诗级的游戏市场将包括类的通信接口和代理将实现 And the epic games marketplace will cover class communication with interfaces and delegates will implement
动态脚步声与每个地面不同的声音和粒子系统。 dynamic footsteps with different sounds and particle systems per ground surface.
使用物理材料和表面类型，我们将使用尼亚加拉粒子系统的足迹和覆盖 Using physical materials and surface types, we'll use Niagara particle systems for footsteps and cover
足迹，水槽标记和水槽组，以及创建我们自己的自定义和通知类。 footsteps, sink markers and sink groups, as well as create our own custom and notify classes.
我们将学习如何在跑步时转动臀部，使运动平稳和强健在游戏中。 We'll learn how to turn hips while running to make movements smooth and robust during gameplay.
我们会用漂亮的Paragon资产用人工智能制造敌人。 We'll create enemies with A.I. using beautiful Paragon assets.
我们将学习如何使用资产创建多种类型的敌人，可以被破坏和摧毁。 We'll learn how to use assets to create multiple enemy types which can be damaged and destroyed.
我们将用动画伤害数字覆盖爆头伤害，不同的值和颜色爆头 We'll cover headshot damage with animated damage numbers that have different values and color for headshot
侦查，敌人生命条，行为，树在Blackbaud II系统巡逻仇恨和追逐 detection, enemy health bars, behavior, trees in Blackbaud II systems patrolling aggro and chasing
玩家攻击敌人的眩晕和死亡机制。 the player, attacking enemy stun and death mechanics'.
敌人可以伤害并杀死玩家。 The enemy can damage and kill the player.
带有武器痕迹的武器将制造炸药，可以伤害和杀死敌人，并将最终 Weapons with weapon trails will create explosives that can damage and kill the enemies and will finally
创建我们的。 create our.
用关卡原型工具创建关卡原型可以让我们更容易地创建关卡几何模型，然后我们 Own level with level prototyping tools that make it easy to prototype level geometry, and then we'll
使用专业资产填充该关卡的几何形状，以做出一个完整的专业外观的关卡， use professional assets to fill in that level geometry to make a complete professional looking level,
然后我们将涵盖后期突破和后期处理效果，使我们的游戏看起来专业和生产 and then we'll cover late breaking and post-process effects to make our game look professional and production
准备好了。 ready.
这是目前存在的最全面、虚幻引擎c++游戏开发教程系列。 This is the most comprehensive, unreal engine C++ game development tutorial series that exists today.
是时候提升你的游戏开发技能并为你的游戏添加大量功能了 It's time to level up your game development skills and add a huge number of capabilities to your game
开发工具箱。 development toolbox. 68