XaiJu
CodeLikeMe

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Unreal Engine Action RPG with GAS #23 - Lock On / Lock Off with Nearest Enemy

Today we are going to implement a gameplay ability to lock on and lock off on nearest enemy character. When the player is locked onto a certain enemy, player character will keep looking at the locked enemy regardless of the direction player is moving. This is where we will need the 8 ways movement blendspace we implemented in previous episode.

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Unreal Engine Action RPG with GAS #22 - 8 Way Movement Animation Blendspace for Melee Combat


Today we are going to work on an 8 way movement blendspace to be used when the character is armed with a sword for a melee combat system in unreal. What I meant by 8 way movement blend space is a 2D animation blendspace which allows character to play animations accordingly when character moves forward, forward right diagonaily , forward left diagonally, backward, backward right diagonally, backward left diagonally. Instead of orienting character to the movement, we need to keep character ...

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Unreal Engine Action RPG with GAS #21 - Light Attack Variations

Today we are going to work on how to add multiple different light attack animations to our sword attack system. At the moment, we have only 2 types of animations that will be selected based on the attacker and target enemy placement. Today we will add a couple more animations so we don't feel the attacking as same repetitive action.

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Unreal Engine Action RPG with GAS #20 - Lunge Forward and Attack

Today we are going to implement a mechanism lunge towards enemy and close the gap when a melee attack is performed to ensure the attack makes contact with the target enemy. This will be done by calculating the distance between target and the attacker and if the distance is a bit larger to make contact, the location will be adjusted. But this will be masked by the attack animation so it doesn't look obvious. Everything will be properly replicated in a multiplayer environment.

2024-04-19 19:26:21 +0000 UTC View Post

Unreal Engine Action RPG with GAS #19 - Focus Attacks on Closest Enemy


Today we are going to work on how to focus on the closest enemy when the character do an attack. Player may be facing another direction when the attack starts depending on the gameplay situation. Here, we will see how to make the character rotate and place in a proper distance as the attack is performed without making in obvious to the player. We will be masking the location and rotation adjustment with the attack animation. Everything will be properly replicated across all clients and se...

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Unreal Engine Action RPG with GAS #18 - Death Gameplay Ability

Today we are going to work on Death gameplay ability. When the character's health is fully depleted, death gameplay ability will be activated and this ability will take care of tag modifications and collision disabling of capsule so that it doesn't further interfere with other live characters. As we are working on a multiplayer environment, When a player character is killed by another character, inputs will also be disabled for the character.

2024-04-17 18:31:01 +0000 UTC View Post

Unreal Engine Action RPG with GAS #17 - Sword Blood Trail

Today we are going to work on how to add a blood trail along the sword path when a character is attacked with a sword. This blood trail/streak will be replicated into all the instances of the game.

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Hologram Material in Unreal

In this unreal engine tutorial, I am going to implement a holographic material which can be used to render objects such as characters or weapons displayed through a sci-fi holographic style projector. Usually there are inner faces rendered in simple holographic materials, but we will implement a method to cull inner faces so that we will get a cleaner holographic image

Password=CLM_Holoman

2024-04-13 06:49:01 +0000 UTC View Post

Unreal Engine Action RPG with GAS #16 - Bug Fixes

This is the 16th episode of my new tutorial series on Action RPG game using Gameplay Ability System. Gameplay ability system (GAS) is a framework introduced by epic games that is designed to support a data driven gameplay programming architecture. Today we are going to fix following issues in the action RPG project. - Sword duplication bug on owning client. - Prevent collecting weapons when character already owns the weapon. - Sword trail fixes.

2024-04-09 19:31:01 +0000 UTC View Post

Unreal Engine 5 - Character Interact with World Objects - Replication #2

In this unreal engine tutorial, I am going to continue with replicating the character interactions system I have worked on previously. Here we have implemented ways for player to interact with objects in the world. Such as, sit on a chair, sleep on a bed, exercise using a barbell etc. Last time we implemented necessary changes to properly replicate animations and interaction montages across clients and server. Today, we are going to look into how to make the interactable objects replicated th...

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Unreal Engine 5 - Character Interact with World Objects - Replication


In this unreal engine tutorial, I am going to start replicating the character interactions system I have worked on previously. Here we have implemented ways for player to interact with objects in the world. Such as, sit on a chair, sleep on a bed, exercise using a barbell etc.

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Unreal Engine Portal Gun - Free Playable Demo

Here is a free playable demo of the unreal engine portal gun system I have implemented. This is inspired by the portal game you all are familiar with. You can watch the full series where I explain in detail about the way I have implemented this system. Here you can jump through portal and shoot projectiles through portals. Also you can place portals in any supported surface.

Free Playable Build...

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Unreal Engine Action RPG with GAS #14 - Send Gameplay Event Replicated

Today we are going to add a sword trail to the attack ability we have already implemented. When the character do an attack with the sword, a trail will appear along the movement of the sword and this trail effect will be replicated across server, client and all the instances of the game.

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Unreal Engine Bicycle Riding System with Full body IK - Free Playable Demo

Here is a demonstration of full body IK based bicycle riding system updated into unreal engine 5. You can download the free playable demo in above link.

Playable Demo

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Unreal Engine Spaceship - Local Gravity inside Space Ship

In this episode of Unreal Engine Space Toolkit system tutorial series, I am going to implement a local gravity system for the space ship. That means, when the player enters spaceship, A localized gravity force will be applied to the character so that the character can walk inside the spaceship in a natural way. You can think of this as a sort of magnetic boot mechanism if you like. Once the character exit the spaceship, there will be no gravity if the character is outside the spaceship. Here,...

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Unreal Engine 5 Skateboarding Template - Playable Demo

Here is a demonstration of the skateboard system I have implemented in unreal engine 5. you can download the playable demo and the project fil using above link.


Playable Demo

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Unreal Planet Generator #11 - Planet Foliage Spawner - Multiple Foliage Types

In this episode of the unreal engine planet generation system, we are going to work on how to spawn multiple foliage types. We can define rules such as what elevation range on a planetary landscape that a certain foliage type grows and based on that we can automatically place different types of foliage in a planetary landscape.

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Unreal Planet Generator #10 - Planet Foliage Spawner - Tree Clustering


In this episode of the unreal engine planet generation system, we are going to work on how to spawn trees in a cluster. That means, instead of spawning 1 tree instance i various places on the planet surface, There will be a cluster of trees. This would simulate an organic growth and spreading of trees and it will give a more natural look to the foliage placement.

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Unreal Planet Generator #9 - Planet Foliage Spawner - Growth Height Range

In this episode of the unreal engine planet generation system, we are going to work on a how to define a height or ground elevation region that the given foliage type grows. In a flat landscape, we can simply check the Z component of the landscape location and see of that is within the height range of the foliage type. But on a planet, we need to consider the distance from the center of the planet when we check the landscape height or elevation. We will see how to do that in this episode. View Post

Unreal Planet Generator #8 - Planet Foliage Spawner

In this episode of the unreal engine planet generation system, we are going to work on a foliage spawner for a planetary landscape. Here, we will be using vertex positions and place trees with a random probability on planet mesh. The tree will be aligned to the center of the planet. So it will stay normal to the planet surface no matter where it is placed. We will look into how to do the required calculations to determine the location and rotation of mesh instances of tree meshes.

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Unreal Planet Generator #7 - Planet LOD System


In this episode of the unreal engine planet generation system, we are going to work on a LOD system for the planet. Initially the planet will be rendered with a relatively low polygon count and when the player go closer to the planet surface, based on player's location, the level of detail on the planet surface will be increased by increasing polycount and applying height details. Everything will happen dynamically through geometry script and dynamic mesh system.

2024-03-23 04:54:21 +0000 UTC View Post

Unreal Planet Generator #6 - Cubic Grid for Planetary Landscape


In this episode of the unreal engine planet generation system, we are going to work on a cubic grid system for the planetary landscape. The reason we need a grid system is because unlike a flat landscape, a planet landscape has a spherical shape and it is hard to divide the planet surface into tiles. So, we are going to implement a cubic grid and we will divide the surface area of the planet based on which cube a particular section of the landscape mesh is contained on. This will be used ...

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Unreal Planet Landscape Auto Material #2 - Macro And Micro Level Detail Blending

In this tutorial, I am going to show you how to add details to the auto material. When we look at the planet from a distance, we will see the mail colors of the planet which have been automatically painted based on the landscape features. When we go closer, that means when the player actually land on the planet and walk on it, we will see the actual micro level texture detail of the planet. So, we will be working on how to blend macro and micro level details for the planet material in this ep...

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Bake Dynamic Mesh Generated Planets to a Static Mesh

Today I am going to show you how to bake a dynamically generated planet as a static mesh. A new static mesh asset will be created and saved into the project and the created static mesh will look same as the generated planet. Here, we will have to use some C++ part for the asset creation part and register it with the asset registry.

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Unreal Engine Action RPG with GAS #14 - Send Gameplay Event Replicated

Last time we implemented a gameplay ability to react to sword attacks and we triggered it using "Send Gameplay Event' function. But the SendGameplayEvent functions are not replicated by default. Today, we are going to implement a remote procedural call (RPC) to replicated SendGameplayEvent function. So that the reactions will be shown on characters across all the instances of the multiplayer game and we would be able to damage client to client and client to server and all other possible combi...

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Unreal Engine Action RPG with GAS #13 - Gameplay Ability - Activate Ability From Event

Here we are going to look into how to use "Activate Ability From Event' feature in gameplay abilities. The importance of this event is, we can access event data which contains instigator and some other useful data that comes as a parameter in this event.  In this example we are working on, we will use the instigator value to rotate the character towards the attacker when it get hit. We will use ability triggers and send gameplay event to actor to activate the abilities using those trigge...

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Sphere Grid in Unreal Engine

Today I am going to research on how to create a grid system on the surface of a sphere. I am planning to implement a LOD system for the planet generation system we have worked on and as for the first step of that, we need a way to divide the surface area of the planet mesh into a grid. So, here we are going to figure out how to do that.

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Unreal Engine Action RPG with GAS #12 - Gameplay Ability - Damage and Kill

Here we are going to implement a gameplay ability which allows player to damage and kill other players in the game. As this is a multiplayer game, everything is replicated. So, when the player equip sword and attack other characters in the world, they will receive damage and then when the health drops to 0, they will die. Health is implemented as a attribute in a gameplay attribute set. So we will implement a way to listed to attribute changes in the character blueprint using a callback bindi...

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Unreal Engine Action RPG with GAS #11 - How to Replicate Gameplay Attribute Sets

Last time we implemented a gameplay attribute set which contains health as an attribute and we were planning to use it to maintain the health state and track damage to the character. Today, we are going to see how to replicate the value of these attribute sets in a multiplayer setting between different instances of the character over different instances of the game.

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Unreal Engine Action RPG with GAS #10 - Gameplay Attribute Sets

Today, we are going to look into how to add a gameplay attribute set into our character. Gameplay attribute sets contains attributes such as health, stamina, etc. and we can use them to store, update and the status of character in game and replicate it over the network. We can modify these attributes through gameplay effects. For example, if we apply a damage gameplay effect to a character, the health attribute will be reduced by a given number of points. In this episode, we will see how to d...

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