In this episode of unreal engine spaceship tutorial series, we are going to implement a main engine component and a Niagara particle effect for the VFX part of the exhaust trail of the space ship engine. The main engine will provide the power for interplanetary high speed traveling and when the ship enters hyper speed, the exhaust trail will be elongated to show that more fuel is burning in engines. When the ship returns to normal speed when it reach closer to the target planet, the exhaust t...
2024-03-08 04:14:37 +0000 UTC
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Today, we are going to add a new gameplay ability to our system which allows characters to react to attacks. Here we have implemented a sword attack system and when an opponent character is withing the hit area of the sword when an attack is performed, the opponent will get hit and it will be showed by a hit reaction animation. Everything will be network replicated so that you can attack other players in a multiplayer environment this way.
2024-03-06 08:29:53 +0000 UTC
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In this unreal engine tutorial, I am going to add animation blend layered into the animation blueprint so that I will have a base layer and a upper body layer. The reason to do that is, my character has some animation montages such as equip, sheath sword which I want to play even when the character is moving. But if I play that montage while character is moving in default slot, the movement foot work will stop for equip animation. By implementing layered animation blending, I will be ab...
2024-03-04 09:01:00 +0000 UTC
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In this unreal engine tutorial, I am going to show you how to replicated variables in animation blueprint variables. Here what i do is, Using a variable in the character blueprint with "RepNotify" replication settings and then using the OnReplicate function for that variable to restore and replicate state of animation blueprint over the network in a multiplayer game.
Project Files
2024-03-03 05:43:16 +0000 UTC
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This is the 6th episode of my new 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 add a new locomotion blendspace into the system for armed state of the character. So when the character is armed with a weapon, the locomotion will be changed to match the weapon in hand and when the character sheath and become un...
2024-03-02 01:25:42 +0000 UTC
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This is the 5th episode of my new 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 add a light attack ability into our RPG character. When the character collect and after the sword is equipped, the light attack ability will be granted to to character ability system component. We will also implement a gameplay ef...
2024-02-28 04:47:24 +0000 UTC
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In this tutorial, I am going to generate a simple auto material for a planetary landscape. The planet will have 4 different landscape material layers and they will be automatically painted based on the height of the landscape from the center of the spherical planet. I will integrate the material to the planet blueprint we have already created and we will have parameters to control all the colors as needed.
Projec...
2024-02-27 05:36:52 +0000 UTC
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In this tutorial, I am going to generate a simple planet with a water and landmass using geometry scripts and dynamic mesh component in unreal engine 5. I will develop parameters to customize various different aspects of the generated planets. Also we have already implemented the planet gravity system and the spaceship system, so you can fly to the generated planet, land on it and walk on the planet as well.
Proj...
2024-02-25 05:33:01 +0000 UTC
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Latest project files of Action RPG with Gameplay Ability System
password=CLMRAMZRPG
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2024-02-24 07:01:06 +0000 UTC
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Today we will look into how to solve a particular bug that we have in our planet gravity system. The issue is, when the character walk closer to the equator on the planet, the character goes into falling state and keep floating on planet surface. I am going to show you a fix for this bug in this tutorial.
Project Files
2024-02-21 05:04:15 +0000 UTC
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Complete project file of the space exploration game template I am working on.
password=CodeLikeMePlanetGrav
Project files
2024-02-20 04:55:04 +0000 UTC
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In the previous episode of this tutorial series, we worked on a planet blueprint which managers all the planet parameters such as planet radius, atmosphere, voxel mesh and everything for the planet. Today, we are going to work on how to manage multiple planets in the same level. The planet closest to the player will have the detailed voxel mesh, atmosphere and the player will be affected by the gravity field of the closest planet. This will give the ability for player to fly to different plan...
2024-02-17 05:37:58 +0000 UTC
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In this tutorial, I am going to create a complete blueprint for planets which include all the following elements. - Planet Mesh - Atmosphere - Gravity field We have already worked on these individual elements separately and now we are going to put together everything so that we will be able to control - planet radius - gravity field radius - atmosphere height All in once place. And when we change the radius of the planet, all other parameters will be automatically chan...
2024-02-13 05:54:54 +0000 UTC
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In this tutorial I am going to show you how to properly replicate animation montages in unreal engine 5 using RepNotify method. Here, we will account for the network delay by adjusting the start time of animation montage. That means, when the animation play event is replicated over the network, there might be sometime already spent after initial trigger to start playing the montage. To account for this, we will adjust the starting position of the montage using the time where the mintage was o...
2024-02-12 09:03:26 +0000 UTC
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This is the 2nd episode of my new 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 work on how to implement an ability to equip weapons by character. Last time we implemented an ability to collect weapons. Now this ability will trigger an animation of equip sword action and the sword previously attached to...
2024-02-10 04:46:47 +0000 UTC
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Today I am going to start a brand new series on a 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. If you properly utilize the power of GAS, you would be able to rapidly iterate through the development process with more flexibility than the conventional gameplay programming approach. The gameplay ability system is mainly composed of 4 fundamental ent...
2024-02-08 05:44:50 +0000 UTC
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In this tutorial, i am going to show you how to implement mechanism to skip a cutscene by holding a key for a certain time. We will add a radial slider into the ui widget and it will be filled as the player continue to hold space button and once it is full, the cutscene will be skipped.
How to play a cutscene video tutorial: https://youtu.be/FaW-KiJ5WNw .
password=CLM_VidCuts
2024-02-07 01:58:08 +0000 UTC
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In this tutorial, i am going to show you how to play a pre rendered video file with sound as a cutscene in unreal engine 5. Here, we will setup a simple checkpoint trigger when player reach that point, a full screen video will be played automatically and once the video is over, the game will return to regular gameplay view. Here, we will create a widget to show the video file in UI and will be using media textures and media player assets to play the video in game UI level.
passwor...
2024-02-03 03:37:19 +0000 UTC
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In this tutorial, i am going to show you how to play a video inside a level in unreal engine. The video will be applied to a plane inside level as a material and we will play the video along with sound using media player and media texture components. We will implement a switch the start and stop playing video in the game as well.
Password=CLM_Mediatex
2024-02-01 01:48:19 +0000 UTC
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Today we will look into how to control the spaceship with mouse when the spaceship is feely flying through in space. We have already implemented a control scheme, but that is more suitable for flying under gravity. Here, we will implement a more free flying control which allows player to maneuver the ship with mouse in space more efficiently.
password=CodeLikeMePlanetGrav
Project files
2024-01-30 03:47:18 +0000 UTC
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Today we will look into how the spaceship float in in space where there is no influence of gravity and then how the behavior is transitioned into a planet gravity environment when it enters the gravity field of a planet. Under the planet gravity, it will automatically align itself with the planet's surface so that we can land the ship on planet and exit the ship on foot. And if we take off from planet and escape the gravity field, we will again be able to float in space freely.
password...
2024-01-29 04:12:40 +0000 UTC
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Int his episode of the planet gravity system we are working on, we will implement how the gravity transition from space to planet will be handled. When the character is in the space, character can feely float in the space and when character enters the proximity of the planet's gravity field, the character will start behaving under planet and will be fall onto the surface. Once the character is on the surface, the character will be able to walk under the planet's gravity just like we walk on a...
2024-01-26 00:33:12 +0000 UTC
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Today we are going to implement a locomotion system that works under plan gravity in unreal engine 5. Specially we are going to look into how to make the character orient towards the walking direction. The built in option in unreal character blueprint will not work under planet gravity as the character rotates around global z axis to orient the character towards movement. But when we are on a spherical planet, the character will have to rotate around the normal of the planet surface pointing ...
2024-01-24 01:08:59 +0000 UTC
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Today we are going to implement a custom camera system for the planet gravity character. Regular camera in third person template is designed to work under the assumption the character is always aligned with the vertical axis. But under planet gravity, character will rotate and to align with the plane surface. This will break the regular camera system and today we will design and implement a camera and a control system which works without any issue under these circumstances.
passwo...
2024-01-23 00:59:15 +0000 UTC
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This is the 207th episode of the unreal engine ALS based shooter series. In this episode, we are going to work on how civilians react to danger. For example, when they hear a shooting sound, they will find a cover and hide behind it. For this, we will be using EQS or environment query system to identify cover locations.
Shooter Project Files
2024-01-20 09:04:50 +0000 UTC
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This is the 206th episode of the unreal engine ALS based shooter series. In this episode, we are going to work on civilian NPC characters for the game. The civilians will not have any guns and any of the armed factions will not register them as threats and none of them will attack civilian characters. Still they can be harmed and killed of they got into the crossfire. Civilians will be able to freely walk on any area that is controlled by any of the armed groups. When they perceive a th...
2024-01-19 09:16:36 +0000 UTC
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Today I am going to show you how to add an atmosphere and clouds into a planet in unreal engine 5. I will show you how to setup sun directional light, sky atmosphere and volumetric clouds to match the curvature of the planet and its size. So you will be able to adjust the settings for sky atmosphere to match the radius of the planet.
password=CLM_Atmos
2024-01-17 07:24:16 +0000 UTC
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Today we are going to implement a custom character movement component that can be used with unreal engine character blueprints to simulate a planet gravity system. Usually, the default character movement components aligns with the z/up axis and still there is a way customize gravity direction inside the character movement component. This custom gravity feature is not exposed to blueprints. Today, we are going to setup a function to expose that gravity customization part with minimum C++ invol...
2024-01-15 01:36:41 +0000 UTC
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In this tutorial, I am going to show you how to crate a hyperdrive effect in unreal engine 5. Hyperdrive means the effect that shows the space warps around the space ship when it goes in hyper speed. You can see hyperdrive mechanism in star wars universe based games and films which allows space ships to cross huge distances.
password=CLM_HyperDrive
2024-01-13 04:22:19 +0000 UTC
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In this tutorial, I am going to show you how to crate and export an animated static mesh from blender to unreal engine and create a animated butterfly mesh particle effect. Here, even though we are using a static mesh, the butterfly particle meshes will have the wings flapping animations as we are creating a special material that creates using exported vertex animations as a morph and a normal texture from blender. Here, we will be using the following blender plugin. Unreal tools:...
2024-01-09 21:11:37 +0000 UTC
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