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