XaiJu
CodeLikeMe

CodeLikeMe

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Unreal Engine 5 Combat AI - Prioritize When Multiple Enemies Detected - Action RPG #71


Here we are going to work on how AI driven NPC characters deal with multiple enemies. Either when we have a multiplayer game, or when we have multiple characters that belongs to a different faction compared to an AI character, AI system will have to choose which enemy to focus attacks and how to change the priority or focus of attack in runtime depending on the situation.

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Unreal Engine 5 AI - Search last Seen Location - Action RPG #70


Here we are going to work on how to make AI NPC enemies search the last seen location of the player character. When player or any of the opponent character identified by an AI NPC character, the character will start movng towards the identified enemy and engage in combat. But, if player manage to break the line of sight, AI character should search the last seen location and if the plyer is not found, sheath weapons and return to regular duties. This is the behavior we are going to impleme...

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Unreal Engine 5 Query Input Key Bindings - Action RPG #69


In the last episode, we implemented a system to show player tips, for example, when player sneak behind an enemy, we show a tip like Takedown [E] , which reminds the player the available action and the key to perform that action. Today, we are going to implement a way to query the current key binding for a particular input action. So that we can dynamically show the correct input key, even if the player has customized the key mapping.

2024-07-11 06:58:55 +0000 UTC View Post

Unreal Engine 5 Show Player Tips - Action RPG #68


Today we are going to implement a system to show tips or on screen instructions for player. For example, when player sneak behind a character, an instruction will show Takedown (E) which helps player to remind the input that needs to press in order to perform a takedown. The same system can be used to show any instruction on the screen and not necessary to contain an input. It can be any message.

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Unreal Engine 5 Solar System - High Quality Materials and Blueprints for Sun and other Planets

This pack contains materials and blueprints for all the planets and sun in solar system. Depending on the surface and atmospheric properties, some planets have special materials while few of the share the same master material.

Password=ClmSolar

Solar System

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Unreal Engine 5 Smart Grass Generator


This is the 7th episode of unreal engine grass generation system we are working on. Here, we are going to implement a method to identify objects on the ground such as rocks, tree stumps, barks, concrete structures or anything that might block the growth of grass and prevent generating grass blades on those areas. If you move around those blocking objects, you can simply refresh the grass generation to re-grow grass accordingly to the current situation of the map.

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UE 5.4 Gameplay Abilities are not replicated to Simulated Proxies and NetMulticast is meaningless


In this video, I am going to show you how to fix the common error you will encounter in unreal engine 5.4 with gameplay ability system. "Gameplay Abilities are not replicated to Simulated Proxies and therefore NetMulticast Function SendGameplayEvent_Multicast is meaningless" The function name is specific to my project, but if you attempt to do this series in unreal 5.4, you will encounter a similar error.

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ShootLikeMe - Unreal Engine Third Person Shooter Template

ShootLikeMe is a project that I have been working on since 2020 and my goal was to create a third person shooter template project in unreal engine that is capable enough to create any kind of a third person shooter game you need. In this project, there are 13 different fully functioning weapons with all the sounds, muzzle flashes and damaging and can be used by both player and NPC AI characters. Weapons: AK47 M16 MP5 Machine Gun Uzi M1870 bolt action rifle Shotgun Sniper Pistol Revolver Crossbow...

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Unreal Engine 5 Stealth Takedown - Replication and Improvements - Action RPG #66

Today also we are going to continue with stealth Takedown system we worked on. Here we are going to modify the takedown ability to not allow takedowns if the enemy has already detected the player. We will apply a gameplay effect with a specific gameplay tag to say the enemy NPC has already detected the player and therefore takedown should not be allowed. Also we will test the system for replication in a multiplayer environment as well.

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Unreal Engine 5 Stealth Takedown System - Action RPG #65


Today we are going to implement a stealth takedown system or a silent takedown system to takedown enemies in our game. Player will have be able to sneak and get behind enemies and takedown them quickly without alerting other enemies. If player make any noise such as footstep sounds when running, enemies will hear that and they will look at the direction of the noise. If the player is detected by the enemy, player will no longer be able to do a silent takedown.

2024-07-03 05:00:18 +0000 UTC View Post

Unreal Engine 5 AI Hearing Perception - Action RPG #64


Today we are going to implement hearing perception for NPC AI characters. All the characters in the game will make a footstep noise when they move around the world. The noise will be higher when they go faster and minimum when they crouch and sneak. Consequently, if player is running, enemies will hear the player from a long distance compared to walking. If player is sneaking in crouched mode, enemies will not hear the player at all. When AI enemies hear a footstep sound, if the sound is ...

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Unreal Engine 5 Replicate Crouch/Run/Sprint Movement Modes - Action RPG #62


Today we are going to implement footstep sounds for the characters. Here, we will create an even to play the footstep sound in the character blueprint and we will bind it with the animations. The volume and the pitch of the sound clip played will be dynamically changed based on the character's movement mode and speed. If sprinting, footsteps will be louder and will have a bit higher pitch to reflect quick contact time with floor. When sneaking in crouched mode, the volume will be much low...

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Unreal Engine 5 Replicate Crouch/Run/Sprint Movement Modes - Action RPG #62


Today we are going to implement replication for different movement modes we have worked on in previous episodes. The character now has crouch, walk, run and sprint movement modes and based on those modes, the speed and animations will be changed. In this episode, we will make sure these changes are properly replicated over the network to other instances of the game.

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Unreal Engine 5 Toggle Crouch - Action RPG #60


Today we are going to implement a mechanism to toggle crouch mechanism for the character movement. In this game, there will be 4 different movement modes as Crouch, walk, Run or Jog, and sprinting. Crouching movement will be used to sneak through certain areas without making noises and so that player will be able to silently take down enemies from behind. Here, we will modify the existing locomotion animation to match a crouching stance. It will work on both armed or unarmed states.

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Unreal Engine Holographic Weapon Printer Part 2 - Select Weapon and Print


This is the second part of the tutorial series where I am going to implement a holographic 3D weapon printer for a game. When the system is finished, player will be able to go to the weapon printer and select the object needs to print and it will be printed through the system. Player will be able to pick it up and use it. Somewhat similar to the system in SubNautica game. In this part, we will implement the ability to select the weapon in the weapon printer using a UI and initiate printin...

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Unreal Engine 5 Melee Combat Adjust Location to Land the Attack - Action RPG #59


Today we are going to implement a mechanism to adjust the location of the character to properly land an attack on the enemy. earlier we used to manually set the location of the character through code to make sure the character will be close enough to land the attack on target enemy character. But this harms the realism of the combat system. So, as a solution for this, we are going to move the character quickly with a suitable animation before starting the attack. This will also support mu...

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Unreal Engine 5 Directional Dodge Roll in Melee Combat - Action RPG #58

Today we are going to implement a directional dodge roll system for the melee combat system we have implemented. If player press dodge or evade button while giving a movement input, the character will do a dodge roll towards the direction of the intended movement. While dodging, character will be invulnerable to both blockable and non blockable attacks. If player press the dodge/evade input without giving a direction, character will simply evade backward away from the enemy.

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Unreal Engine 5 Evade Melee Attacks - Action RPG #57


Today we are going to implement an evade system to avoid non blockable attacks for the melee combat system we have implemented. AS you know, the non blockable attacks cannot be blocked by a shield. So, the player will have to evade the non blockable attacks. Initially we will implement the evade mechanism when the player press evade input, the player character will quickly step aside from zone where player can get hit from the oncoming attack. Evade system will be implemented as a gamepla...

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Unreal Engine 5 Non Blockable Attacks- Action RPG #56


Today we are going to implement non blockable attack ability for for NPC AI Enemies. When an enemy performs a non blockable attack, it will be indicated by a red glowing strike effect a moment before initiating the attack so that the player will be able to identify the oncoming attack and react accordingly. When a non blockable attack is performed, player will have to evade it by either jumping back or doing a directional dodge roll. If player try to block, the defense will be broken and ...

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Unreal Engine 5 Break Enemy Shield/Defense with Heavy Attacks- Action RPG #55


Today we are going to implement ability for AI enemies to use the shield to block attacks and then implement ability to break the shield or defense using heavy attacks. So, when a character is using the shield to block attacks, character will be invulnerable to lite attack. But if a heavy attack is landed on the blocking character, shield or defense stance will be broken and the character will be vulnerable for subsequent attacks.

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Unreal Engine 5 Make Enemy AI Aggressive - Action RPG #54

Today we are going to work on how to make NPC enemies more aggressive in melee combat. Here, I will implement ability for AI NPCs to do multiple consecutive attacks and do some other improvements to make the combat more challenging for the player.

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Unreal Engine 5 Toggle Run and Walk - Action RPG #53


Today we are going to implement a toggle run and walk system for the characters. I am going to implement it in such a way where we can use it for both player and NPC characters in either regular unarmed or armed state. Player will be able to use toggle run input to switch between running and walking as default movement mode and NPCs will use the toggle to control their movement based on the situation.

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Unreal Engine 5 Stamina System - Action RPG #52


Today we are going to work on a stamina system for the melee combat system we have worked on. Initially we will setup an interface event in HUD blueprint to update the stamina level in UI. Then we will add a stamina attribute to BaseCharacterAttributeSet that we have implemented to be used with Gameplay ability system. Then, we will work on how the character gains stamina when successful lite attacks are performed on enemies. Here, we will add necessary gameplay effects to the character t...

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Unreal Engine 5 Multiplayer HUD and Health Bar Damage Visualization - Action RPG #51


We have already implemented a healthbar system in previous episode and connected it with the gas framework driven gameplay. Today we are going to see how to make it work in a multiplayer environment and work on a way to visualize the amount of damage taken by the player in healthbar by showing the damage amount in red and smoothly catch up to the remaining healthbar value by reducing it.

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Unreal Engine 5 HUD Health Bar - Action RPG #50


Today we are going to implement a healthbar system for the player character. We will create a hud widget that contains a healthbar and a stamina bar and we will add it to the gameplay through a hud blueprint. We will also look into how to communicate and update the health level shown in the hud as the health level of player character is updated during the gameplay. We have implemented health as a part of attribute set that is handled through the gameplay ability system in our game. This a...

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Unreal Engine Snow Storm / Blizzard system

This asset packs contains 2 customizable snow effects system. This includes Niagara systems and Blueprints that allows user to customize the effect and change the snow effects in the runtime as needed. Mainly there are 2 systems. Snow Storm / Blizzard system The snow storm can be used to simulate a severe snow storm. This contains a spline that you can customize and define a path which the snow particles will blow along. This is useful when you want to implement a stream of snow particles throu...

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Unreal Engine - Turbulent Snow Particle

Here you can download the turbulent snow particle I have implemented in the following tutorial series. You can use this particle effect and tweak it according to the needs of your game. You can learn more about the system in following tutorial series. https://www.youtube.com/playlist?list=PLNTm9yU0zou7bsIb_DKh4RfYyWoE06i8Z Free for existing members!

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Unreal Engine 5 Melee Combat Enemy AI Attack Coordination - Action RPG #49

Today we are going to work on how to coordinate attacks of AI enemies in a way that they won't overwhelm the player character. If the player is already under attack, they will not do another attack and wait for a chance before they perform an attack. This will allow player to stand again multiple enemies and fight. this will be handled through gameplay effects and gameplay ability system along with AI behavior trees.

2024-06-04 04:07:32 +0000 UTC View Post

Unreal Engine 5 Melee Combat Enemy AI Flanking Player - Action RPG #48


Today we are going to work on how to manage the combat scenario when there are multiple AI enemy characters. Instead of directly trying to reach the player character, We are going to implement a system that allows AI characters to flank player around player's location and reach to attack player from different directions. This will prevent AI characters running into each other when they attack player in melee combat system.

2024-06-02 08:01:01 +0000 UTC View Post

Unreal Engine 5 Camera Shakes with Gameplay Ability System - Action RPG #47


Today we are going to add camera shakes into the melee combat system we have been working on. We will implement camera shake classes and execute them through gameplay cue classes in the gameplay ability system. Camera shakes will enhance the feeling of impact and actions of the melee attacks and also it will help us to mask imperfections of animations and location adjustments in the system.

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