Developing a C++ Gameplay Framework with Tom Looman | Inside Unreal



Come watch the incredible developer Tom Looman at work as we run through examples of how to create C++ gameplay! Between great insight into some of his currently available courses as well as the opportunity to see how those techniques function in the actual game setting of WARPSQUAD, there are plenty of treasure trove tricks to put to use in your own toolbox.

0:00 – News & Community
9:57 – Guest introduction
10:58 – Demo start Action Roguelike (Action System)
21:44 – Open-source project
23:07 – WARPSQUAD Walkthrough & some “Actions”
30:34 – Simple Compact node trick
35:07 – A reason to use Rider w/ UnrealLink/RiderLink
36:15 – Attribute System (Health, Mana, Strength, MoveSpeed, etc.)
39:44 – Example of modifying Attributes with “Buffs” (ActionEffect)
41:40 – A Deeper look at FRuntimeFloatCurve
43:42 – ApplyAttributeChange & C++ Implementation (using Unreal Property System)
51:35 – Passing Events into C++ Functions for Event-based Systems
56:05 First Q&A Section
1:19:22 – Extending GameplayTagContainer (FGameplayTagCountContainer)
1:22:10 – DataAssets & Asset Management (AssetBundles, Soft References & Achievement System Example)
1:36:10 – A brief walkthrough of “Subsystems”
1:39:26 – “Loottables” as used with GameplayTags
1:43:46 – Second Q&A Section
1:59:25 – Custom Blackboard System & Utility AI basics
2:11:00 – A deeper dive into Utility AI
2:20:30 – Third Q&A Section

Source Code for “Action Roguelike”: https://github.com/tomlooman/ActionRoguelike
Blog: https://www.tomlooman.com/
Course Site: https://courses.tomlooman.com/

ANNOUNCEMENT POST
https://forums.unrealengine.com/t/inside-unreal-developing-a-c-gameplay-framework-with-tom-looman/492788

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