Today I am going to move some of the C++ classes that I have in my project into a separate plugin. I have a C++ character class and a custom C++ AI Controller. The reason that i wanted to do that was that allows me to easily re-use the custom C++ code across different project and easier distributing the project. Even though I do this in my Shooter project, you can follow these steps in any project to move your C++ classes into a separate plugin.
2025-09-15 00:48:39 +0000 UTC
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In this unreal engine tutorial, I am going to show you how to add aim down sight mode into the first person shooter template in unreal engine 5.6 version. Here we are going to use the Arena shooter project that comes as a started template variant under FPS templates and by default we don't have a ADS mode there. We will see how the project and character is structured and where to do necessary changes to add aim down sight to the first person shooter character. Here we will do changes in b...
2025-09-13 07:50:05 +0000 UTC
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Here is a playable demonstration of unreal engine 5 FPS Tactical Scopes and Sights System. In this updated, we have implemented a zoomable scope system which supports following tactical visions modes.
- Night Vision.
- Thermal vision.
- Predator style heat vision.
Each vision type can be used in both
- Scope Mode.
- Visor Mode.
Can be used in both first person and third person game modes.
Scope Mode Only the area in the player's vision that viewed t...
2025-09-11 06:47:41 +0000 UTC
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In this episode of the unreal engine third person shooter tutorial series, we are going to implement a way to cycle through all different tactical vision modes we have implemented previously. So, player will be able to switch and use the suitable tactical vision mode at the runtime. You can watch how each vision modes are implemented in following tutorials.
Project files
2025-09-09 01:41:05 +0000 UTC
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Here is a demonstration of predator style heat vision system implemented in unreal engine 5. This is mainly inspired from the predator movie. But we can see heat vision systems in games like call of duty as well. Player will be able to dynamically enable and disable heat vision mod at the runtime of the game. This will assist player to pick targets easily under certain conditions where visibility is limited.
Proj...
2025-09-06 22:50:27 +0000 UTC
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In this unreal engine tutorial, we are going to implement a White Hot Thermal vision mode in our shooter game. White hot thermal vision means warmer surfaces will appear in white and colder surfaces will appear in darker colors. Here we will initially implement a post process material that emulates a thermal vision effect inspired from call of duty. After implementing the post process material and adding required changes to the character materials, we will look into how to dynamically enable ...
2025-09-05 05:36:06 +0000 UTC
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In the last episode of the unreal engine shooter series, we implemented a Night Vision mode which gives player better visibility in darker environments. Today we are going to work on how to dynamically enable and disable night vision mode in the runtime. Here we will dynamically change post process effects and material effects tog et the desired look in the runtime of the game.
Project files
2025-09-04 06:46:01 +0000 UTC
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In this unreal engine tutorial, we are going to implement a Night Vision mode in our shooter game. Here we will initially implement a post process material that emulates a night vision goggles mode inspired from call of duty. After implementing the post process material and adding required changes to the character materials, we will look into how to dynamically enable and disable the effect in runtime.
Pro...
2025-09-02 08:10:42 +0000 UTC
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In this unreal engine tutorial, I'm going to show you how to capture a screenshot in unreal engine at runtime and save it into a external folder. Then load that texture or any external texture from the file system in runtime into the game. This can be used for a photo mode in the game where player can capture a photo in the game and save to the file system. Then we can show captured photos in a photo gallery or something similar inside the game.
password=CLMPhotoModeIngame
2025-08-31 06:46:18 +0000 UTC
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In this unreal engine tutorial, We are going to setup a chorded action to allow player to orbit the camera around the player character with the key combination of middle mouse button press and mouse x axis movement. Using chorded actions, we can define different actions for different input key combinations.
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2025-08-30 05:01:00 +0000 UTC
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Today we are going to work on how to prevent rain particle go inside shelters or any indoor area of the game. Here, we will implement a dynamic occlusion volume for rain particles that kills GPU rain particles if they enter the volume and there can be multiple indoor areas that supports the occlusion system. Even though we can add collision detection for Niagara particles to prevent them entering indoor areas, for GPU particles, collision will not work unless the blocking object is rendered i...
2025-08-29 00:12:22 +0000 UTC
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This is the 43rdd part of the Real Time Strategy game using Unreal Engine and C++ tutorial series. In the previous episode, we worked on how to get custom depth into a render target texture. This can be used to show the domination of a faction by overlapping the faction color of entities that belongs to a faction. But when we have multiple faction, we would need to have different colors. In this episode, we will work on how to get different colors using custom depth and custom depth stencil v...
2025-08-24 05:01:01 +0000 UTC
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This is the 42nd part of the Real Time Strategy game using Unreal Engine and C++ tutorial series. But it is not required to have followed previous tutorials to understand how to capture only the objects rendered on custom depth into a render target using a scene capture component. This will be used to show the domination of different factions in their faction colors on minimap.
password=CLMRTS42CapDepth
2025-08-22 18:49:35 +0000 UTC
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In this tutorial, we are going to see how to create a dynamic texture through code in unreal engine. So we will be able to create and update pixel data through the code. This might be useful for things like maps where we need to update pixel data in runtime.
password=MakeTextureCLM
2025-08-21 08:03:08 +0000 UTC
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In this tutorial, we are going to create an infinite desert landscape using the world engine infinite terrain generator plugin. Here, player will be able to walk in any direction infinitely and desert landscape will be generated as the player moves infinitely. We will also modify the atmosphere to match a desert environment.
password=CLMDeserted
2025-08-18 23:01:21 +0000 UTC
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Here is a demonstration of unreal engine 5.6 Infinite terrain generator plugin. This plugin can be used to create an infinite landscape in your game world. No matter where you go, there will be land, sea, trees, grass and animal. There are parameters to customize the generated landscape and spawned foliage types, grass types and animals.
password=CLMWorldEngine56
2025-08-17 06:42:31 +0000 UTC
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Today we are going to integrate the storm clouds and storm light features available in new volumetric clouds system into the dynamic weather rain and thunder system we have worked on in our open world project. The new and improved volumetric clouds will give us more realistic clouds and will improve the visual quality. Dynamic weather system will allow us to dynamically change the atmosphere from sunny weather to rainy weather and go back.
2025-08-15 07:24:47 +0000 UTC
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Today we are going to look into how to configure storm clouds and storm lighting on storm clouds options that came with updated volumetric clouds material in unreal engine. This will be later integrated later on into the dynamic weather rain system. Here we will look into storm clouds and storm lighting bias parameters in the volumetric clouds material.
Project Files
2025-08-14 06:28:30 +0000 UTC
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In this episode of unreal engine cooking tutorial series, We are going to create a recipe system. We will setup a data table to store Recipes and then a UI widget will be created to display the selected recipe on the HUD so that the player can refer to that and add ingredients into the cooking pot.
password=CookRecipeCLM
2025-08-13 06:33:39 +0000 UTC
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In this episode of unreal architectural design viewer series, We are mainly going to work on how to scale the minimap widget we have created. We will figure out the math part and the material code to implement that. In addition to that, we will re-organize the menu for map and minimap.
password=CLMMinimapScaling
2025-08-12 07:39:21 +0000 UTC
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In this episode of unreal architectural design viewer series, We are going to address, How to use a custom image with extra details that is created externally with hand drawn details as the map image. We have already implemented a method to automatically capture an image for the ap from top view and use it for both map and minimap. At the end of this part, you will have option to have a custom image for both main map and mini map.
password=CLmOverrideMap
2025-08-10 10:02:50 +0000 UTC
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In this episode of unreal engine cooking tutorial series, We are going to work on how to drag and drop cooking ingredients/items from inventory into the cooking pot for cooking. As we drag and drop UI buttons in inventory above the cooking pot, a static mesh that represents the item will be spawned and dropped into the pot.
password=Drag&DropButtons
2025-08-08 05:33:25 +0000 UTC
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This is the 7th episode of cooking game in unreal engine tutorial series. Here, we are going to work on how to drag and drop item buttons in the inventory. This will be used to drag and drop cooking ingredients from the inventory to the cooking pot later on.
password=Drag&DropButtons
2025-08-06 08:15:26 +0000 UTC
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This is the 186th episode of the new tutorial series on Action RPG game using Gameplay Ability System. Today we are working on how to add stat bars to the weapon details panel in the inventory. We will be pulling weapon stats such as attack, speed, stun from the inventory item data table.
Project Files
2025-08-05 07:28:30 +0000 UTC
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In this episode of unreal architectural design viewer, We are going to implement a mini map. Here we will work on the math and logic required to make the minimap match the player camera and respond to movement and rotation of the player. So the minimap will rotate and move the image to always keep the player in the center and player's facing direction will always be pointing upwards in the screen.
password=CLMDesViewMinima
2025-08-04 06:58:38 +0000 UTC
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In this episodes of the top down shooter series, I am going to add target lines for enemy NPC AI characters. Target line means the lines that extend from the nozzle of the gun towards the point they are aiming at. This is very helpful in a top down game to clearly show where the NPCs are aiming at and to see if they have a clear line of sight/shoot to attack the player.
Project files
2025-08-03 08:09:35 +0000 UTC
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In this episodes of the top down shooter series, I am going to add a new feature to show a line to target location from the nozzle of the gun. This feature is added to help player understand clearly if the targeting point is blocked by any other object in the world. If the game is on third person or first person mode, as the gun aiming direction and the player's view is aligned, we can clearly see f the path the bullet will take is clear or not. But it is harder to guess that from a top down ...
2025-08-02 06:45:20 +0000 UTC
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This is the 185th episode of the new tutorial series on Action RPG game using Gameplay Ability System. Today we are going to implement previewing of item details when we hover the cursor over the item icon in the inventory UI. These items can be anything such as weapons, armors, helmets, shields ..etc. We will be using the weapon details widget we have already created and pull data for each item from the item data table.
2025-08-01 07:19:28 +0000 UTC
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Today I am going to update the Unreal Engine Top Down Shooter Template I have worked on into unreal engine 5.6 version. This project will contain everything we have worked on so far in the series including the top down mode and the third person mode. I will do some minor improvements to the top down camera system as well.
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:...
2025-07-31 07:09:56 +0000 UTC
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This is the 184th episode of the new tutorial series on Action RPG game using Gameplay Ability System. In the last episode we created a data table to hold all the read only data relevant to weapons, shields and all other items. Today we are going to integrate this data table into the inventory system we have created for our game.
Project Files
2025-07-30 06:31:29 +0000 UTC
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