‫Hello and welcome to the Obstacle Assault section.
‫This is the first section we are going to be building a game using C++ in Unreal and the output product
‫is going to be this at least this is my prototype of the output, which is a obstacle course that you
‫can navigate across.
‫If we go ahead and play the game, we can see what it looks like.
‫We've got ourselves a cool looking character, some moving platforms and various assets, and we have
‫got these obstacles that we have to avoid.
‫They push us off the cliff if we don't get past them fast enough.
‫We've got these full guys inspired rotating platforms that we have to try and traverse, and then this
‫little sweeper here that tries to push us out of the way.
‫And once we get through, we get to the goal and to the temple, presumably to steal something.
‫So let's break this down in terms of what we're going to learn.
‫So a bit of an action plan.
‫First of all, we're going to create a project and bring some assets in.
‫So that cool looking guy and the various mountains and blocks that we're going to be using, then we're
‫going to take a little bit of a detour for about five lectures or so on installing the various tools
‫we need for C++ and figuring out how we can compile our C++ to run it.
‫In the editor, we're going to learn some C++ basic syntax and figure out how to do very simple things
‫in C++, and we're going to use that to make a platform that moves not backwards and forwards, but
‫just moves initially and will keep going for as long as we leave it.
‫And then we're going to configure our moving platform so we can say how fast should it be?
‫And then we're going to work on sending that platform back so we can have a platform that moves backwards
‫and forwards, a classic moving platform.
‫And finally we're going to add rotation so that we can add in those little rotating platform puzzle
‫elements as well.
‫So through the course of this section, what are we going to learn?
‫Well, we're going to look at functions, variables and branches again, except this time we're going
‫to see how we do this using C++ syntax.
‫We're going to create a very own actor in C++ like we've done in Blueprint, but this time in C++,
‫we're going to look at the uniqueness of C++ code structure and how that pans out for our programming.
‫We're going to look at C++ compilation, a process of turning code into binary the machine can execute
‫and how we can do this easily without restarting the editor using unreal live coding system, we're
‫going to link blueprint to C++ so that we can use the best of both worlds.
‫And we're going to learn how to be setting our own custom character classes so that we can play using
‫not just the standard assets included for us in a template.
‫So lots of fun stuff to learn and great projects to create.
‫I will see you in there.