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[Non-Academic] Unreal Engine 4 Seminar Workshop



     I was asked by one of the officers of our program's organization to conduct a workshop about using the Unreal Engine 4 in making games.  The course covered Engine Manipulation down to actual C++ Coding. I co-conducted the workshop together with my long time programming partner and thesismate Josh Ignacio




Below is the course outline designed for this workshop:


May 9
Session 1: Introduction to UE. Project set ups, version control and basic blueprints. Introduce equivalents of Unreal to Unity.
May 12
Session 2: Player controls, animation BPs, intro to C++ and BPs.
May 16
Session 3: C++ vs BPs, when and when not to use BPs. Physics and physics channels. Projectile simulation introduction.
May 19
Session 4: Physical projectiles vs linecasts. Hit box system for multiple body parts. Basic health system and damage calculations.
May 23
Session 5: Continuation of health and damage calculation system. Basics on AI and behavior trees.
May 26 and May 30
Session 6 and 7: AI using behavior trees, EQS basics. AI spawning and handling spawners.
June 2 and June 6
Session 8 and 9: UMG and UI practices.
June 9 and June 13
Session 10 and 11: Finishing touches and extra requested topics.



     Basically it's somehow and introduction about how games are made using the Unreal Engine pipeline and trying to make students understand how it is different from other game engine such as Unity. Also in the workshop, I was able to teach them a little bit of advance techniques using Git and using Unreal alongside Git.

Project Repository using Git and SourceTree 2.0

     The main goal of this programming workshop is to teach students the difference between Blueprint and C++ scripting and the pros and cons of using each method in the development pipeline of Unreal.  So with this in hand, we made sure that students both create "Actors" in both Blueprint and C++ implementation and let them experience the difference between both when it comes to performance and accessibilty when it comes to development.

C++ and Blueprint Implementation of an Actor we called Collectible

Collectible reaction when character hits the Actor - C++ Version
Collectible reaction when character hits the Actor - Blueprint Version


Here's a Blueprint version of the Collectible



Collectible C++ Version

Collectible.h
Collectible.cpp

    Ofcourse not only did we teach how to code but for the later parts of the workshop they requested us to teach them how to make in game cinematics using Unreal's cinematic tool called the Sequencer.  I taught them the basics and the proper way of doing cinematics and doing the right shots per sequence since in game cinematics is really connected with the art of film.  So you need to know and understand a little bit of basics when it comes to cinematography including some camera settings, shots, and the how to properly compose your cinematic sequences.





     Also I'm making this project opensource so that everyone who want to learn the basics of Unreal could have a look and try it for themselves because I believe that indeed Unreal is one of the most powerful game engines out there and I want everyone especially Filipino developers to come and test this engine out.

You could clone the repository down below:


Intro to Unreal Engine 4 Project Files Repository


Thank you everyone who supported this workshop and I do hope that you've learned a lot especially on how to develop games using Unreal.  I can't wait to see what will you develop out of this wonderful engine!

Alson Entuna

Hi I'm John Alson H. Entuna. I'm a student at De La Salle - College of Saint Benilde taking up BSIT- with Specialization in Game Design and Development.

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