In the last episode of the unreal engine 5 open world series, we implemented a dynamic campfire which has the ability to transition from active, fire started state to extinguished, decayed state smoothly in the runtime. Today, we are going to implement a way to start the fire automatically as the sun set and extinguish as the sun rises in the morning. So, all the campfires will respond to the time of day system.
Project Files: 2023-06-14 09:02:00 +0000 UTC
View Post
In this episode of the unreal engine 5 open world tutorial series, I am going to implement a dynamic campfire system which can smoothly started and extinguished. When the fire is active, there will be a particle, a light and the firewood will have an emissive surface. As the fire is extinguished, the particle and the light will be faded away smoothly and the emissive surface of the firewood will be faded out to a burnt out ash like surface. These state changes of the campfire can happen in th...
2023-06-13 06:31:01 +0000 UTC
View Post
This is the 7th part of character interaction system I am working on. In previous episode, we worked on a box carrying system for the player. Today, we are going to implement the same system to allow AI driven NPC characters to carry the boxes and place them on a designated location.
password=CLM_Sit
Project Files<...
2023-06-11 09:01:59 +0000 UTC
View Post
This is the 6th part of character interaction system I am working on. In this tutorial, I am going to implement a box carrying mechanism. Player will be able to walk to a box and press E to pick up the object. Then player can carry the box to anywhere and drop it. We will also create a carrying animation and setup a layered animation system to play upperbody carrying animation.
password=CLM_Sit
2023-06-10 09:01:59 +0000 UTC
View Post
This is the 5th part of character interaction system I am working on. In this tutorial, I am going to integrate a time of day system in to the character interaction system and the NPC AI will choose the routines based on the time of day. In the night, the characters will sleep and when the sun rises, they will wake up and start working.
Full Character Interaction tutorial series: 2023-06-09 09:02:00 +0000 UTC
View Post
In the last episode of the unreal engine 5 open world series, We worked on a time of day system. Time is represented by the sun moving across the sky. But we had trouble changing the sun rise direction as we faced issues with gimble lock. The system which set the sun's direction glitches when we have a different sun rise direction than yaw 0. Here we are going to implement a system to work around the gimble lock issue so that we can set any direction as need as the sun rise direction.
P...
2023-06-08 07:51:54 +0000 UTC
View Post
In this episode of unreal engine 5 open world series, I am going to work on night time lighting on the environment. So far, we only got 1 directional light, which represents the main sun light and when it goes down in the sun set, we don't have any lights to lit up the environment. So, today we are going to add a moon light to the scene which also moves with the time of the day and in the night we will have some light.
Project Files:
2023-06-07 09:01:02 +0000 UTC
View Post
In this episode of unreal engine 5 open world series, I am going to work on a time of day system. Here, we will be able to set the speed of time passing and when we play the game, time will go around the clock dynamically in a day and night cycle. Time of day will be handled by changing the rotation of the main directional light and the sky and the sun will be updated according to that.
Project Files: https://www...
2023-06-06 10:01:02 +0000 UTC
View Post
In this episode of unreal engine shooter tutorial series, I am going to add a facial expression to the Metahuman shooter character when the character get hit by bullets. We have already added a hit reaction animation to the character body. But now that we have integrated a metahuman character, we can have detailed facial animations on the character. So, we will add a pain facial expression to enhance the hir reaction of the character.
2023-06-05 06:59:04 +0000 UTC
View Post
This is the 4th part of character interaction system I am working on. In this tutorial, I will show you how to implement a way to sleep the character on a bed. When player go to the bed and press E, player will sleep on the bed. If E is pressed again, player will get up and can move. AI NPC characters also can use the same bed and sleep on it.
password=CLM_Sit
2023-06-03 09:02:00 +0000 UTC
View Post
In the last couple of episode of the shooter series, we worked on adding a metahuman character into the ALS based shooter character. Now tha tthe base body animations are completed, today we are going to look into how to add facial animations to the metahuman face in runtime face animation blueprint. So, character will be randomly blinking while the body is playing according to the ALS animations.
Project files
2023-06-02 08:07:47 +0000 UTC
View Post
In the last episode of the shooter series, we retargeted and replaced a metahuman in place of the ALS character. And we got an issue with the hands. When the character is aiming the gun, the hands of the metahuman were off from the correct position they should be on the gun. We are going to solve this problem by adding some offsets to chain mappings in IK retargeter.
Project files
2023-05-31 09:02:00 +0000 UTC
View Post
This is the 3rd part of character interaction system I am working on. In this tutorial, I will show you how the NPC characters interact with the interactable objects in the world. Previously we created a chair that the player can go and sit, and a barbell, that player can grab and do some lifting. In this episode, AI NPC characters will also be able to sit and do liftings in the same way player interact with interactable objects.
password=CLM_Sit
2023-05-30 09:01:01 +0000 UTC
View Post
This is the 2nd part of character interaction system I am working on. In this tutorial, I will show you how the character can do a more advance interaction with an object in the world. Here, the character will be able to go to a barbell, and grab it and do a lift, then put it back on the place and move on. This is more advanced compared to sitting on a chair, which is what we did in previous episode as here the character grab the barbell and interact with it.
password=CLM_Sit
2023-05-29 09:01:01 +0000 UTC
View Post
In this unreal engine tutorial, I am going to implement a system which allows characters to interact with objects in the world. For example, sitting on a chair. This will not be limited to just sitting on a chair, it will lay the foundation to a extendable character interaction system which allows characters to interact with many different objects in the world.
password=CLM_Sit
2023-05-29 07:30:54 +0000 UTC
View Post
In this episode of the unreal engine ALS shooter series, I am going to restore the dynamic bullet camera effect we had already worked on previously. When we make a headshot with the sniper, we will see the bullet fly in slow motion towards the target. But previously I was using a separate character and after switching to ALS character, the bullet cam effect got broken because the ALS is using a different camera manager system. Today, we will restore the effect to work with ALS camera sy...
2023-05-27 09:01:01 +0000 UTC
View Post
In this episode of the unreal engine ALS shooter series, I am going to fix a very annoying bug in the vaulting/mantle system of the ALS character. The issue is sometimes when we jump into a ledge, the character get teleported into a different location abruptly. The issue happens due to a problem of calculation in ML_ComponentLocalToWorld macro. Let's see how to fix that today.
Project files
2023-05-26 10:02:00 +0000 UTC
View Post
This is the 3rd part of the unreal engine 5 prone system tutorial. In this episode, we are going to work on how to prevent wall clipping of the character mesh when the character go into prone mode near a wall or another object. In this situation, wall clipping means, body parts of the character going through walls when go into prone mode. Here, before go into prone, we will do a couple of checks to make sure there is enough space for prone and if needed, the location of the character will be ...
2023-05-25 14:21:38 +0000 UTC
View Post
In this episode of the unreal engine shooter series, I am going to show you how to replace/change the ALS default character mesh into a metahuman character. So, instead of the default blue character comes with ALS, you will be able to usea highly detailed, realistic metahuman character.
Project files
2023-05-23 09:01:01 +0000 UTC
View Post
In this tutorial, I am going to show you how to implement a dynamic ivy growth system in unreal engine 5. Here, you will be able to define a path that the ivy should be growing and when the game is playing, the ivy will start growing dynamically along the given path. First, the stem will grow and then leaves will grow along the stem. You will have parameters to control the growth speed.
password=CLM_Grow
2023-05-22 08:37:37 +0000 UTC
View Post
In this episode of the unreal engine 5 car race series, We are going to improve the speed of AI car driving system by implementing a self learning algorithm to modify and memorize the driving speed of each part of the road. So, as the car keep going round and round, the car will know the ideal speed it can go in each part of the road without overstepping the boundary of the road. The more rounds the car go in the road, more accurate and efficient the Ai driving system will be.
password=...
2023-05-20 09:01:12 +0000 UTC
View Post
This is the 2nd part of the unreal engine 5 prone system tutorial. In this episode, we are going to work on how to adapt the character mesh to the surface angle underneath the character. That means, when the character is proning on an angled surface, the character body will be rotated to match with the surface to prevent legs or head going through or hanging above the ground depending of the direction facing on the angled surface. To resolve this, we will be using a control rig. Here, t...
2023-05-19 09:01:59 +0000 UTC
View Post
This is the 19th episode of the unreal engine strategy game series we are working on. Here, we are going to work on attacking enemies. When we have selected one of the characters belongs to player, if you hover over an enemy character, a knife would be appear. And if you right click on the enemy, selected characters will go to the enemy and start attacking. Once the enemy lose all the health points, he will die.
password=CLM_Strat
2023-05-18 09:02:00 +0000 UTC
View Post
This is the 8th part of the procedural railroad and trains simulation we are working on. Here we are going to work on how to add metro stations or train stations into the system. So, the player would be able to get in to the train in one station and get off from another station. And the train will continue in a loop continuously.
password=CodeLikeMe_TrainSim
2023-05-17 09:01:59 +0000 UTC
View Post
This is the 18th episode of the unreal engine strategy game series we are working on. Here, we are going to retarget few fighting animations from mixamo to unreal 5 manny character to be used in our strategy game. Here When we retarget from mixamo characters, we usually encounter pronblems specially with fingers of retargeted animations. We are going to see how to resolve those issues here and get clean retargeted animations from mixamo to ue5 manny.
password=CLM_Strat
2023-05-16 09:01:01 +0000 UTC
View Post
Today we are going to add a prone system into the default third person mannequin character in unreal engine 5. The tutorial is composed of 1. Setup animation blueprint. 2. Smooth transition between standing and prone modes. 3. Movement parameter modifications for a believable prone. 4. Prevent body going through walls.
password=CodeLikeMe_Prone
2023-05-15 09:02:00 +0000 UTC
View Post
In this episode of the unreal engine shooter series, I am going to show you how to replace/change the ALS default character mesh into your own mesh. So, instead of the default blue character comes with ALS, you will be able to use your own character mesh.
Project files
2023-05-14 09:02:00 +0000 UTC
View Post
This is the 7th part of the procedural railroad and trains simulation we are working on. Here we are going to work on how to add different types of train cars into the procedural train we developed. The train will have tank cars, box cars, flat cars in addition to the regular passenger cars after this episode.
password=CodeLikeMe_TrainSim
2023-05-12 09:01:02 +0000 UTC
View Post
In this episode of the unreal engine 5 car race series, We are going to improve the speed of AI car driving system. Here we will get a the player's driving as a reference and that will be used to control the speed of the AI driven cars, this will make the overall speed of the AI driven cars throughout the track more than 40% compared to the older AI system we had before.
password=CLM_Faster
2023-05-11 09:02:00 +0000 UTC
View Post
This is the 6th part of the procedural railroad and trains simulation we are working on. Here we are going to work on how to open and close the doors of all the cars when it is at a train station. Here, we will develop a function to play an animation montage on all train cars, which are skeletal mesh components.
password=CodeLikeMe_TrainSim
2023-05-08 08:01:01 +0000 UTC
View Post