This is an excellent lecture where you can learn the core principles of the Unreal combat system.
Analyzing this project thoroughly is essentially like receiving a foundational framework that can be expanded into anything.
<Pros>
- How to organize Unreal project structures: When I first started Unreal, I struggled with whether to use C++ or Blueprints as the base. Through this lecture, the criteria for structuring a project became clear.
- Principles of combat action implementation: I was able to learn in detail the principles of implementing combat actions such as attacks, blocks, parries, and combos.
- C++ code implementation methods: I think this is the best part of the lecture. Instead of overusing Blueprints, I learned how to implement action essentials (e.g., hit detection, animation playback, data binding, etc.) in C++.
<Cons>
- At the beginning of the lecture, there was a change in the folder structure that wasn't captured in the video, which was a bit confusing. It would be good to mention those parts.
- I wish I could have heard the instructor's tips on how to add maps or configure menus as shown in the game introduction. It's a bit disappointing, but since it's something I can solve on my own, I don't think it's a reason to deduct points.
<To those hesitating about this lecture>
- The quality of the lecture is great, but the reason the lecture time seems shorter than expected is that the instructor explains content that has been implemented in advance.
Since game lectures often take several times longer if you try to implement everything live, many seem to follow a code-explanation format.
However, if you approach it with the mindset of analyzing this project, it is such a great resource that I highly recommend it to those interested in implementing Soulslike or action games.
It's better to go through an Unreal project or at least one book before starting, and it would be good to learn by asking AI about any lacking basics or things you don't know along the way.