This is the 4th episode of unreal engine runtime terrain generation system with blueprints series. Here we are going to work on how to add multiple tiles to the runtime generated landscape. So the user will have parameters to define how many tiles required for the terrain. The main goal of implementing a way to generate tiles is so that we can generate terrain tiles as player traverse through the landscape to implement an infinite terrain.
password=CLM_TerrainTileFn
2023-10-24 09:01:01 +0000 UTC
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This is the 3rd episode of unreal engine runtime terrain generation system with blueprints series. Here we are going to work on UVs and normals of the generated mesh. Adding UVs to the mesh will allow us to apply textured materials to the generated terrain. And adding normals will allow us to render the mesh more accurately with correct shadows and enable using auto materials which uses normals for calculations.
password=CLM_WorldGen3
2023-10-23 09:01:01 +0000 UTC
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This is the 2nd episode of unreal engine runtime terrain generation system with blueprints series. Here we are going to improve the heightmap of the terrain. We will look into how to use multiple perline noise based functions to generate height details of the landscape in different scales. That means, mountain level, boulder level and small scale variations.
password=CLM_WorldGenerator
2023-10-22 09:01:00 +0000 UTC
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Today we are going to start a new series on how to generate terrain or landscape mesh in runtime in unreal engine. Here, we will be using procedural mesh component to generate the mesh for landscape. The generation of vertices and triangles will be done through blueprints. Also, we will be using Perlin noise to add a continuous height variation to the terrain.
password=CLM_WorldGen
2023-10-21 08:01:01 +0000 UTC
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This is the 203rd episode of the unreal engine ALS based shooter series. In this episode, we are going to work on an issue we are having regarding enemy AI cooldown times. Once they detected an opponent (player or another character that belongs to a different party), they will keep shooting at the target forever even if the target is behind a wall. So, they don't seem to lose the targets and this doesn't allow player to escape. We are going to debug behavior trees and AI blueprint to see wher...
2023-10-19 09:01:00 +0000 UTC
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This is the 23rd episode of the unreal engine multiplayer strategy game series we are working on. Here we are going to create a defense tower which shoot arrows at enemies. Defense towers will belong to one of the factions and they detect enemies within its attack range and shoot arrows.
password=CLM_Strat
Project file...
2023-10-18 09:01:00 +0000 UTC
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This is the 202nd episode of the unreal engine ALS based shooter series. In the last episode, we added AI enemy vocals to the project we have been working on. So, based on the scenario, enemy characters will say different things that depicts there actions and that will give additional feedback to the player. Today, we are going to extend the vocals system to add pain and death vocal sounds and setup a way to have multiple different voices for different AI enemies.
2023-10-17 09:01:01 +0000 UTC
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This is the 201st episode of the unreal engine ALS based shooter series. Here we are going to add AI enemy vocals to the project we have been working on. So, based on the scenario, enemy characters will say different things that depicts there actions and that will give additional feedback to the player. For example, when they hear a suspicious sound, they will say a suitable vocal that express their curiosity. And when they don't find anything after searching, they will make a sigh, whi...
2023-10-16 09:01:00 +0000 UTC
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This is the 40th episode of unreal engine 5 open world tutorial series. Here we are going to implement an automated traffic lights system which allows vehicles to go through for a time interval, then block and allow pedestrians to go. This will go in a loop as in a real world traffic light system.
Project Files
2023-10-15 05:30:59 +0000 UTC
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This is the 39th episode of unreal engine 5 open world tutorial series. Here we are going to implement a way to detect pedestrians if they jump in front of a moving car on the road. The car will wait a while and honk at the pedestrian. If the pedestrian move away, car will continue to move. However, if the pedestrian is in a crosswalk, car will not honk and wait until the pedestrian is moved away.
Project Files
2023-10-14 09:01:01 +0000 UTC
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"Unreal Open World" series is the first project I started on this channel and I continuously worked on this project over 425 episodes that covers various mechanisms of an open world project in a medieval fantasy world. In this episode of unreal engine open world series, I am going to update the project into unreal engine 5.3 version and do a complete project file release. This update will contain all the 64 square km open world map i created and all other systems including, - Animal rid...
2023-10-13 09:01:01 +0000 UTC
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This is the 2nd part of the tutorial I am working on the timepiece mechanism in Dishonored game which allows player to see a version of the environment in future or in past. So, allow player to see through time. The idea is that a 1st person player may travel between identical versions of the same environment at different points in time while looking through a window of sorts into the other time period. Here, we will focus on how to jump in between future and past of the same location u...
2023-10-12 09:01:01 +0000 UTC
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In this tutorial, I am going to implement the timepiece mechanism in Dishonored game which allows player to see a version of the environment in future or in past. So, allow player to see through time. The idea is that a 1st person player may travel between identical versions of the same environment at different points in time while looking through a window of sorts into the other time period. Here, we will focus on how to make this timepiece/window render a fragment of another scene/tim...
2023-10-11 09:01:01 +0000 UTC
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This is the 38th episode of unreal engine 5 open world tutorial series. Here we are going to implement a traffic lights system for the pedestrian crosswalks. When a pedestrian wants to cross the road at the crossing, the traffic light will turn yellow and then Red. This will make the vehicles on the road stop. Once the Light turns red for vehicles, Pedestrians will start crossing. Once they finish crossing the road, the lights will turn green and vehicles will start moving again.
2023-10-10 09:01:01 +0000 UTC
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This is the 37th episode of unreal engine 5 open world tutorial series. Here we are going to add a traffic system into the game. Vehicles will be moving on road and when a pedestrian is crossing the road, vehicles will stop and wait for pedestrian to cross and continue afterwards.
Project Files
2023-10-09 09:01:00 +0000 UTC
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This is the 4th episode of the unreal engine spaceship system I am going to implement. Here, we will work on how to make the ship sway when it is floating above ground to give a more natural feel to the ship.
password=CLM_Jetpacky
Project Files
2023-10-08 09:01:01 +0000 UTC
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Here is a preview of menu system and the Maps and Mini map system updated into unreal engine 5.3.
password=CLM_MenuSnow
Project Files
2023-10-07 09:01:01 +0000 UTC
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This is the 36th episode of unreal engine 5 open world tutorial series. Here we are going to work on how to force NPCs to use designated sidewalks and road crossings. So, they will not be walking freely anywhere they need as they go through their daily routines.
Project Files
2023-10-06 09:01:00 +0000 UTC
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This is the 35th episode of unreal engine 5 open world tutorial series. Here we are going to add Homes for NPC characters. So, We will setup a house that allows NNPCs to move in the house and the beds to sleep and chairs to sit and rest will be there inside houses. In the day time, NPCs will either work or sit and rest on chairs, move things around and when the night falls, they will go inside houses and sleep on beds. When the sun rises, they will start the same routines.
2023-10-05 09:01:05 +0000 UTC
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In this episode of the unreal engine 5 car race series, I am going to implement a procedural race track system which allows you to design race tracks in any way you need and it will automatically lay the road meshes and AI cars driving system will be able to follow the modified road. So you can create different tracks for different levels with ease.
password=CodeLikeMe_Garage
2023-10-04 09:01:01 +0000 UTC
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In this unreal engine 5 tutorial, we are going to implement a terrain scan effect which allows player to identify the terrain shape around the player in darker, low visible light conditions. Games like death stranding, no mans sky and many more use these scan effects.
password=CLM_Jetpacky
Project Files
2023-10-03 09:01:02 +0000 UTC
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This is the 3rd episode of the unreal engine spaceship system I am going to implement. Here, we will work on how to turn the space ship. Apart from inputs and rotating the body of the space ship, we will add thrusters to the space ship which gives force to turn the space ship in the direction we need.
password=CLM_Jetpacky
2023-10-02 09:01:01 +0000 UTC
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Today I am going to update the multiplayer first person shooter project I have done into unreal engine 5.3 version. I originally started this project in unreal engine 4 and I had covered a lot of topics over 26 episodes. You can watch the full series in the following playlist.
password=CLM_MultiFps
2023-10-01 09:01:01 +0000 UTC
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This is the 2nd episode of the unreal engine spaceship system I am going to implement. Here, we will be creating a spaceship which allows player to control a large spaceship and navigate the word and possibly other worlds in future episodes. In this episode, we will work on engines. Player will have to start the engines and warm up them before the space ship start lifting from ground. And the ship has to gain a certain elevation before move forward or backward. When the space ship move forwar...
2023-09-30 09:02:01 +0000 UTC
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This is the 200th episode of the unreal engine ALS based shooter series. Here we are going to update the project into unreal engine 5.3 version. If you are not familiar with this project, this is a project I have worked on over 3 years now and I have added a lot of features that i could think of that requird to implement a complete third person shooter game in unreal engine. You can use this project as a starting point and add different levels to build a complete game.
-as for gu...
2023-09-29 06:48:08 +0000 UTC
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This is the very first episode of the unreal engine spaceship system I am going to implement. Here, we will be creating a spaceship which allows player to control a large spaceship and navigate the word and possibly other worlds in future episodes. In this episode, we will setup the basic functions - and components of the space ship.
password=CLM_Jetpacky
2023-09-27 10:01:02 +0000 UTC
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Here is a demonstration of full body IK based bicycle riding system updated into unreal engine 5.3. Here I have also added sound effects also into the system. The bicycle mechanics are based on chaos wheeled vehicle.
password=CLM_cyc
project files
2023-09-26 09:02:00 +0000 UTC
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This is the part 2 of the Unreal Engine 5 jetpack tutorial series. Here we are going to work on animations of jetpack system. We will create an animation blendspace to use in the jetpack flying animation state. Based on the direction of movement in jetpack flying, character will bend the body to match the movement. This blendspace will be integrated into the existing animation blueprint of the third person character as a new state.
password=CLM_Jetpacky
2023-09-25 09:01:01 +0000 UTC
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In this unreal engine 5 tutorial, I am going to implement a jetpack system on the default third person character of unreal engine. Player character will be able to fly around the map using the jetpack. Apart from the basic flying controls, we will also create a suitable Niagara particle effect and add sounds to the jetpack system.
password=CLM_Jetpacky
2023-09-24 09:01:01 +0000 UTC
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This is the 9th episode of the tutorial series based on the game Portal. Here we are going to implement the pickup and move objects mechanism. If we point the gun at a interactable object and press F, that object will be picked up. Then we can move it to any place we need and drop by pressing F again.
password=CLM_P9
2023-09-23 09:01:01 +0000 UTC
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