Recommended course before the "Action Adventure Game Development Course"?

I’m a bit unsure about this course so far, I got to the pick up torch area, and if I follow the course 1:1 more or less, I can make what’s taught. But a lot of things aren’t being explained and it seems like it’s assumed we understand all these blueprint nodes and variables and ui before we pick up the course.

I was just told to make a Variable “CanPickupTorch” and to tick off on Default Value but not why or what it actually does. I saw in other asks under the videos suggestions that there’s more than one way to make a game, but from this course, I don’t feel like we’re being taught to understand the fundementals, but just one single way to replicate the tutor’s way.

A lot of the challenges also touch on elements that I don’t think were shown before hand, like make a torch, but we weren’t shown how to shape a torch with multiple parts until after challenge. I just googled my way to make a torch in blender, and I don’t mind, but the course gave me an impression I’d be taught that before being challenged to do the thing.

We have the Unreal Engine 4 Blueprint Game Developer course that’s designed for students that are both complete new to blueprints and to Unreal Engine. Admittedly it hasn’t been updated to Unreal Engine 5 yet (as indicated by the name) but the concepts taught within are still valid for Unreal Engine 5.

If you’re focused on learning within Unreal Engine 5, then the first section of Unreal 5.0 C++ Developer: Learn C++ and Make Video Games is fully dedicated to Blueprints due to its importance in Unreal Engine even for C++ developer. This section will teach you the very basics of programming in blueprints, and won’t focus on other features of the engine that would get covered in the Blueprint Game Developer course.

I have to agree with you on this. Was thinking exactly the same thing, and looked at comments and saw you feel the same. My question is on a matter of referencing. I just feel that a bit more explanation is needed or it’s essentially “paint by numbers”, yes you get something completed but you don’t really understand how.

To that end, I would like to understand how the object referencing is working… I look at this lesson and think… “OK that works and is great and all, but what happens when you have lots of different objects to pickup like in a survival type game?” It would seem inefficient to write code for each object type especially if you have say 100 etc… As a programmer, I would create a ‘function’ and use that to reference which object I’m overlapping, then use that object reference to send the destroy etc… but here it seems hard coded, so only relevent to the torch… maybe this is covered later??

Later on we add a gun item, but I do agree that the system is inefficient once you want to add more than say, 3-5 items.

In your scenario, I would create an array of some base item object to hold references to the item(s) that have been picked up. Each unique item would be a child of that class.

1 Like

OK Thanks. I want to make clear, the course is good and I REALLY recognize the challenge involved in deciding what to include? How deep to go? aiming it at beginners? and all those considerations. I have learned a lot from this course. Just saying that perhaps, next time you do a course, add a little more explanation to the nodes for folks that do have a programming background. I saw a short 4 minute youtube video explaining the logic behind the nodes and how it relates to code. That helped a lot. But again, it’s a great job here, just suggesting an improvement.

Additionally… my research shows that “interfaces” rather than Casting is better for lots of items. Apparently “interfaces” act just like functions in code.

Thanks for the constructive feedback. We’re always looking to improve.

And yeah, interfaces act as a mesh of function stubs that are left to the implementing object to flesh out.

This topic was automatically closed 20 days after the last reply. New replies are no longer allowed.

Privacy & Terms