XaiJu
CodeLikeMe

CodeLikeMe

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Unreal Engine 5 - Train Simulation - Animated Train Cars

This is the 5th part of the procedural railroad and trains simulation we are working on. Here we are going to add animated train cars into the train so that we can have wheel rotation and door open close animations. Earlier we were using static meshes for the cars and therefore, we were not able to use animations.

password=CodeLikeMe_TrainSim

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Unreal Engine 5 - Car Race - Nitrous Bar in HUD

In this episode of the unreal engine 5 car race series, We are going to add a progress bar to represent the nitrous level of the car. As the car use nitrous, the bar will deplete and when nitrous is regenerated, the bar will begin to fill again.

password=CodeLikeMe_Nitro

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Unreal Engine 5 - Car Race - Nitrous Boost

In this episode of the unreal engine 5 car race series, We are going to look into how to boost the acceleration when the nitrous is activated. But the nitrous level will be depleted and will re-generated over time.

password=CodeLikeMe_Nitro

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Unreal Engine 5 - Car Race Checkpoints

In this episode of the unreal engine 5 car race series, I am going to implement a nitrous oxide(NOS) particle effect using Niagara FX system. Nitrous means the bluish flames that appears on exhaust tips on the car when we boost the speed of the car in games like need for speed. Later on we will implement the speed boosting as well. today we are only going to focus on the Niagara effect.

password=CodeLikeMe_Nitro

2023-05-01 06:12:28 +0000 UTC View Post

Unreal Engine 5 - Car Race Checkpoints

In this episode of the unreal engine 5 car race series, I am going to implement a checkpoint system. As the player drive through the race track, the next checkpoint will be a shown as an arc on the road. Once player drive through the checkpoint, the next checkpoint will be activated. Checkpoints will be procedurally placed along the race track.

password=CodeLikeMe_CarCP

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Unreal Engine 5 - Car Race Manager

In this episode of the unreal engine 5 car race series, I am going to introduce a car race manager to manage the race. The first task of the car race manager is to prevent cars moving until the countdown 3-2-1-GO! is completed. Once the countdown is completed, the cars will start to move and player also can move.

password=CLM_Manage

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Unreal Engine 5 - Car Race - Countdown Effect

In this episode of the unreal engine 5 car race series, I am going to implement a countdown effect to start the game. So, at the beginning of the race, you will see a, 3 - 2 - 1 - GO! style countdown.

password=CLM_321

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Unreal Engine 5 - Car Race - Sounds and FX Update

In this project I have integrated the skid marks effects, engine sounds and crash sounds into the car race project I have done previously. Here, there is an AI system which allows AI cars to drive on their own in the given track continuously.

password=CLM_Cars

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Unreal Engine 5 Chaos Vehicle Crash Sounds

Today, I am going to add crash sounds to the chaos vehicle system based sports car in unreal engine 5. We will add a set of sounds and we will implement a method to detect collisions of the car on walls, other cars and various objects in the world. After detecting collisions, we will play a crash sound.

password=CLM_Crash


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Unreal Engine 5 Chaos Vehicle Sounds (Engine and Skidding)

Today, I am going to add engine sounds and wheel skidding sounds into the chaos vehicle system based sport car. Here, I will be using the chaos wheeled vehicle movement component to get engine RPM and wheel state to determine when to play sound sand how to modulate the pitch of the engine sounds to make a realistic engine sound.

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Unreal Engine 5 - Chaos Wheel State - Skidding

In this video - https://youtu.be/erYNRiT00AM I worked on a car skid marks system using the unreal engine vehicle template and Niagara particle system. However, we used a custom logic to determine when to activate drawing skid marks on ground. But today, we are going to use inbuilt wheel state in chaos wheeled vehicle to determine when to activate and deactivate skid marks.

password=CLM_Skid

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Unreal Engine 5 - Shooting Down Helicopters (ALS #177)

In this episode of the unreal engine shooter series, We are going to work on how to shoot down enemy helicopters. We will be using RPG/ Rocket launchers to shoot down the helicopters. Player can find rocket launchers placed in various places in the game level and  can pick up one of them when needed.

project files 


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Unreal Engine 5 - Isometric Illusions

In this unreal engine tutorial, we are going to test how to implement an isometric. You can see isometric illusions in games like monument valley. Basically, by manipulating the viewpoint and rotation of objects, we will perceive the object's location differently in an isometric illusion. We are going to try and recreate a simple isometric illusion in the game monument valley here.

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Unreal Engine 5 - Helicopter AI - Missile Attacks (ALS #176)

In this episode of the shooter series, We are going to work on AI helicopter missile attacks and how to evade them. If the player manage to hide behind a cover, that breaks a line of sight from the explosion location to the player's location, player will not get damaged. Otherwise, player will be.

project files

https://www.patreon.com/posts/63654325

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Unreal Engine 5 - Menu Localization - Part 2 - Language Options

In the part 1 of this tutorial, we looked into how to add a new language and add translations using unreal engine localization system. Today we are going  to add an option into the display options menu to change the menu language. We will see how to load available languages, how to populate the menu with available options, load and save selected language options etc.  The menu system will automatically detect if you add a new language into the game and it will appear in the options....

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Unreal Engine 5 - Menu Localization - Part 1

In this unreal engine 5 tutorial, we are going to learn how to localize the menu using unreal engine localization system. Here we will look into how to compile different language options for the text in menu and how to switch them in runtime. For example we will see how to add French for menu and see how to switch between French and English.

password=CLM_Loca

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Unreal Engine 5 - Helicopter Attack Behaviors (ALS #175)

In this episode of the shooter series, We are going to implement triggers to control the attacking behaviors of the helicopter. When helicopter enters a certain area in the level, it will start firing at the player and shooting missiles.  Once the helicopter pass that area, it will go around and come back for the next round of attacks.

project files

https://www.patreon.com/posts/63654325

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Unreal Engine 5 - Taking Damage from Helicopter (ALS #174)

In this episode of the shooter series,  we will be working on how to get damaged by the bullets shot by helicopter. The reason we need to have a separate episode on this is, we had implemented the OnBulletHit function which handles the damage on actors to consider teamIDs to disable friendly fire. But this was implemented through BPI_Character blueprint interface and because of that, the helicopter didn't cause any damage to the character. So, we are going to implement a separate bluepri...

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Unreal Engine 5 - Train Simulation - Riding Train

This is the 4th part of the procedural railroad and trains simulation we are working on. Here we are going to implement train riding. Player character can enter the train and ride the train. While riding, player can move in-between different cars of the train as well.

password=CLM_TrainSim

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Unreal Engine 5 - Procedural Train Simulation

This is the 3rd part of the procedural railroad and trains simulation we are working on. Here we are going to implement a simple train with an engine and a n number of cars. The procedural part of the train is, we would be able to change the number of cars attached to the engine by changing a parameter. Train and all the cars will follow the given railroad.

Password=CLM_Trains

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Unreal Engine 5 - Procedural Railroad Track #2 - Bridges

This is the 2nd part of the procedural railroad track system we are working on. Here we are going to add a bridge system or some trusses under the railway track to support it when it goes over haps of the landscape like a valley in a mountainous environment. Everything will be procedurally generated based on the landscape.

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Unreal Engine 5 - Procedural Content Generation Framework - Railroad Track

Today, we are going to create a procedural railroad track using unreal engine procedural content generation framework. We will look into how to use procedural content generation graph to sample a spline placed in the game level and spawn meshes along the spline. Procedural Content Generator (PCG) is introduced in unreal engine 5.2.

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Unreal Engine 5 - AI Helicopter Attacks (ALS #173)

In this episode of the shooter series,  we will be working on shooting mechanisms for the AI controlled helicopter. We will add functions to set the shooting target and toggle firing from AI controller. After implementing these attack functions, we can enable the helicopter to attack player or any location in the world in a level we design.

project files

https://www.patreon.com/posts/63654325

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Unreal Engine 5 - Helicopter Maneuver and Banking (ALS #172)

In this episode of the shooter series,  we will be enhancing the AI-controlled helicopter maneuvering by incorporating banking. Banking involves tilting the helicopter's body towards the direction of movement, which will provide a more realistic and organic sensation to the helicopter's movement.

project files

https://www.patreon.com/posts/63654325

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Unreal Engine 5 - Helicopter AI Patrol (ALS #171)

In this episode of the shooter series, we are going to add a patroling system for the helicopter AI. We will be able to define a path using a spline that the helicopter should fly around the level for patrolling. Later on we will implement a attack abilities for the helicopter AI so player will have to take it down to proceed in the level.

project files

https://www.patreon.com/posts/63654325

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Unreal Engine 5 - Helicopter AI (ALS #170)

In this episode of the shooter series, we are going to work on the AI controller for helicopter. The AI will enable helicopter to fly without player's intervention and later on we will implement helicopter AI attack behaviors as well. So, player will have to take down helicopters with RPGs in certain missions. For now, we will focus on the AI movement part of the helicopter.

project files

https://www.patreo...

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Unreal Multiplayer Strategy - Unit Outlines

This is the 17th episode of the unreal engine strategy game series we are working on. Here, we are going to look into how to show outlines of the units/characters when they are behind a wall or some other object to allow player to easily locate the units. Also, the color of the outline will be based on the color of the player's team. As we are working on this template targeting a multiplayer game, the color of outline will be same as the color of the player, which is used in other places such...

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Unreal Engine Multi Colored Outlines

In this tutorial, I am going to show you how to implement multi colored outlines for objects using a post process material in unreal engine 5. Here, we can change the color of the outline by using custom depth stencil values.  This tutorial is continued from the previous video I worked on a single colored outline effect here.  

Part 1: https://youtu.be/BUXI6DkEsYo3 

Part 2: 2023-04-02 05:45:29 +0000 UTC View Post

Unreal Engine 5 - Save and Load System Improvements (ALS #169)

In this episode of the shooter series, we are going to do some improvements and resolve some issues in the save and load system.  If we start a level that was different from last saved level, the save data from the save file is restored but they will not match with the current level. In that case, we should go with the default settings of that level.

project files

https://www.patreon.com/posts/63654325...

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Unreal Multiplayer Strategy - Unit Ownership

This is the 16th episode of the unreal engine strategy game series we are working on. Here, we are going to look into how to create units in the game world that belongs to different players in a multiplayer game. So, a player would be able to select and control only the units or characters that belongs to his team.

password=CLM_Teams

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