Course Information
Course Overview
Build AAA Spells and Abilities with a complete Cooldown System. 100% Blueprints, game-ready for RPG/Action/Fantasy Games
Good to Know:
This course is fully compatible with Unreal Engine 4.27 through UE5.6 and up, so you can follow along in either versions without issues.
The course is taught in UE5.4, where retargeting Skeletal Meshes is easier and more straightforward.
Course Summary:
Have you ever wanted to create a AAA-quality spells and abilities for your Unreal Engine projects built entirely in Blueprints?
By the end of this course, you will be able to design and implement your own complete AAA-quality Spells and Abilities with Cooldowns, giving your game the same professional polish you’d expect from top studios.
In this course, you’ll learn step by step how to design and implement unique and powerful spells and abilities, including epic spells like Hadouken/Kamehameha, Earth Bender, Thor’s Lightning Strike and more, combined with a flexible cooldown system.
You will also learn to implement multiple progress bar types such as Circular, Rectangular, and Text Percentage, so your UI is fully customizable, functional and visually appealing.
Why This Course is Special:
This course is designed for game developers and designers of all levels, who want to build professional-quality spells and abilities with 100% Blueprints only (no coding or C++ experience required)
You will learn skills, techniques, and Blueprints best-practices not available on any other learning platforms
You will learn professional game packaging and export with a complete step-by-step guide
By the end of this Course:
Build a customizable, production-ready, optimized, fully functional AAA spellcasting system
Drop it into your projects and use it as the foundation for RPG, Action, or Fantasy game genres
Create a demo reel for yourpPortfolio
Apply for jobs in the gaming industry, from Indie to AAA studios
Or share your creations with your friends and family for fun
Enroll now and start building your AAA project with Unreal Engine and Blueprints!
Course Content
- 15 section(s)
- 80 lecture(s)
- Section 1 Welcome to the Course
- Section 2 NEVER use these Blueprints
- Section 3 Hero Dramatic Entrance
- Section 4 Player HUD Design
- Section 5 Spell 1 "Lifting Rock"
- Section 6 Spell 2 "Ground Rip"
- Section 7 Cooldown System (Text)
- Section 8 Spell 3 "Earth Bender"
- Section 9 Spell 4 "Meteor Shower"
- Section 10 Player Abilities
- Section 11 Ultimate: Dragon Transformation
- Section 12 Cooldown System with Progress Bars (Abilities)
- Section 13 Optimization + Tips & Tricks
- Section 14 Professional Game Packaging (Step-By-Step)
- Section 15 Continue your Gamedev Journey
What You’ll Learn
- Build a AAA-quality spellcasting system entirely with Blueprints (no coding required), Build a professional-quality gameplay demo to showcase in a portfolio or demo reel, Create a complete Cooldown System with Circular, Rectangular and Text Percentage Progress Bars, Master Custom Events, Timers, Functions, Macros, Anim Montages, Create epic spells and abilities like Hadouken, Earth Bender, Thor's Lightning Strike, Blueprints Best-Practices and Optimization, Create a dramatic Hero intro with cinematic camera, effects, and spell animations, Professional Game Packaging (step-by-step)
Skills covered in this course
Reviews
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MM. Duane Forkner
Very good information, that the majority of tutorials or courses tend to leave out or not explain.
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JJaco
teacher explained in detail why not to use casting. most people do not know this.
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DDan Alvarez
I found the content of this course to be very accurate to what you would expect from a standard ability casting setup. The use of old techniques like Cascade particle effects, Key Bindings and the use of Level BPs are not prohibited, especially if you are using them as a launch platform for the understanding of more advanced techniques. I believe the results are very good. However, (after further review) I do have to agree that many of these systems are not made to scale for larger projects, since some of the abilities rely on hard references to actors placed in the world, making this system more like "cinematic" events on single-player campaigns rather than a robust spellcasting and combat system. Anyone interested in stepping up their Dev potential can still get a lot from this course.
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AAnt S
Course isn't modular in its blueprints, all blueprints built on player character and adding sockets and locations to the character, referencing blueprint actors to spawn them (such as meteor and rock etc) creating hard refs too them (author doesnt check the size map of the player only the spell which would show the hard referneces in the player) any time a spawn actor is called in the player this creates a dependency and a hard ref, visually it looks good but it certainly isn't a triple A system, feels more like a showcase reel or a prototype rather than a fleshed out system, at some point after adding own spells the whole setup becomes unscalable given the amount of sockets suggested, also uses key bindings over input actions to allow for other user inputs or combos to be setup. users older depreciated cascade particle system rather than newer niagara system as well limiting its learning knowledge and applied learning ability. Was expecting a triple A scalable system that allowed for more spells and easy swapping in and out.