Our goal for today is to introduce a training level that will instruct the player on the fundamental mechanics of the shooter game. To begin with, we will display a pop-up that outlines the movement inputs and mouse controls. Following that, the player will arrive in a room containing two weapons, accompanied by a pop-up that reads "Collect the weapons". Once the player has obtained the weapons, they will be able to advance to the next section by approaching the door. However, if the player a...
2023-02-18 10:01:01 +0000 UTC
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In the shooter project, we had set up a feature to display player tips, such as "Press E to pick up weapon." The input key was dynamically obtained from the input system to ensure that the correct key would appear in the instruction text, even if the player had customized the input key mapping. However, this feature was dependent on the legacy input system. With the migration to the enhanced input system, we need to revisit and update the tips system to work with the new input system. Today's...
2023-02-17 10:02:00 +0000 UTC
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Today, we are going to add a game over menu into the our third person shooter project. Here, when the player character dies, after a couple of seconds, the game game over menu will appear and we will have 3 options. - Retry - Main Menu - Exit And each button will do what the texts suggests.
project files
https://www.patreon.com/posts/63654325
2023-02-17 10:02:00 +0000 UTC
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Now that we have covered modeling, rigging and animating of the TRex character, its time to import it into unreal engine and create a playable character. So, today, we are going to export the mesh and animations from blender and create a character blueprint for TRex that allows player to control the TRex and walk around the world.
2023-02-15 10:01:01 +0000 UTC
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In this video, we'll take a closer look at how to realistically animate a character's hands while driving a vehicle, including the rotation of the steering wheel. To achieve this, we'll be utilizing a full body inverse kinematics (IK) system, which allows us to control the positioning and movement of the hands based on the position of the wheel, without the need for manual keyframing. This system provides a more intuitive and efficient way of animating, allowing for more natural and dynamic m...
2023-02-14 08:25:43 +0000 UTC
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In this video, I am going to demonstrate how to solve the commonly occurring foot sliding issue and IK foot placement not working properly issue on retargeted animation blueprints. This usually happens when you retarget default mannequin animation blueprint into a new animation blueprint without having IK_foot_l and IK_foot_r bones. We are going to fix this issue by adding virtual bones and doing some changes into the control rig used in animation blueprint. Here, I am going to use the metahu...
2023-02-13 10:02:00 +0000 UTC
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Welcome to Part 3 of our series on implementing a player controller for strategy games in Unreal Engine 5. In this video, we are going to cover how to implement edge scrolling in unreal engine 5. Edge scrolling, also known as screen edge scrolling, allows players to pan their camera view by simply moving the mouse cursor to the edge of the screen. This mechanism is commonly found in top-down or isometric games, such as Age of Empires.
password=CLM_EdgeScroll
2023-02-12 10:01:59 +0000 UTC
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In this unreal engine 5 tutorial, I demonstrate how to create an innovative inventory system UI that is displayed in 3D space alongside the character, instead of on the screen like traditional interfaces. This implementation is inspired by the UI seen in the popular game, DeadSpace. Get ready to bring your inventory management to the next level!
2023-02-11 10:01:01 +0000 UTC
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This is the 2nd part where we work on implementing a controller for strategy games in unreal engine 5. In the first part, we implemented a way to pan around, move closer, further (zoom in/ Out) and rotate the camera in a top down view as in most strategy games. Consider age of empires, Anno games for example. Today, we are going to implement selecting characters and moving them in the world by clicking ion the point we need them to move. We will implement interfaces to select and desele...
2023-02-10 11:01:01 +0000 UTC
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Today we are going to start implementing a controller for strategy games in unreal engine 5. In the first part, we will implement a way to pan around, move closer, further (zoom in/ Out) and rotate the camera in a top down view as in most strategy games. Consider age of empires, Anno games for example.
password=CLM_Stratergy
2023-02-09 10:01:59 +0000 UTC
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In the previous episode in this series, we added passengers into our bus driving system. The passengers are randomized each time when the game is restarted and their will be a random number of passengers in random seats. Player can enter the bus as the driver and drive away. But those passengers were just mannequins. Now we are going to replace them with metahuman characters.
2023-02-08 10:02:04 +0000 UTC
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In last episode of A to Z, T-rex character we implemented the rig for the character. Now we are going to create animations. We will add an Idle animation and a walking animation.
2023-02-07 10:02:00 +0000 UTC
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In this episode of A to Z, T-rex character we are going to rig the T-Rex model we created in Blender. Here, we will add a skeleton including a inverse kinematic (IK) system to make easier to animate foot movement.
2023-02-06 10:01:01 +0000 UTC
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Today I am going to share something I learned recently. I learned a bit of 3D modeling in blender. So, I am going to create a T-Rex character in unreal. I am going to share all the steps of development including modeling the character, texturing, rigging and animations, and then finally inside unreal, making the character blueprint which can be controlled via player controller or an AI. Please note that my blender skills are very limited. But I will try my best to explain how I create t...
2023-02-05 10:01:01 +0000 UTC
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Today I am going to share something I learned recently. I learned a bit of 3D modeling in blender. So, I am going to create a T-Rex character in unreal. I am going to share all the steps of development including modeling the character, texturing, rigging and animations, and then finally inside unreal, making the character blueprint which can be controlled via player controller or an AI. Please note that my blender skills are very limited. But I will try my best to explain how I create t...
2023-02-04 10:02:00 +0000 UTC
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Today, we are going to add passengers into the bus driving system we have worked on. The passengers will be randomized each time when the game is restarted and their will be a random number of passengers in random seats. Player can enter the bus as the driver and drive away.
Project Files
password=CLM_MH_Bus
2023-02-03 10:01:02 +0000 UTC
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This is the 8th episode of unreal engine AI car driving series. Today, I am going to add overtaking to the AI driven cars and implement a car race system. So, the AI cars will be able to overtake each other and player also can join in the race.
password=CodeLikeMe_Race
2023-02-02 10:01:01 +0000 UTC
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This is the 5th part of the procedural snake/dragon character we are working on. What meant by procedural is, the snake body will be animated dynamically/procedurally through the code and the length of the body can be adjusted as we need through parameters. Regardless of whatever the path the snake head moves, the body will follow it accordingly. In this episode, we will implement a continuous mesh for the snake body using spline meshes. Previously we only had a set of cubes that made u...
2023-02-01 10:01:01 +0000 UTC
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Today, we are going to package the project for windows. I will walk you through the process of packaging and show how to fix if we encounter any cooking failures or packaging errors. After packaging the project, we will get a playable .exe file.
project files
https://www.patreon.com/posts/63654325
2023-01-31 10:01:01 +0000 UTC
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Today, we are going to continue with the metahuman bus driving system we worked on the following video. Here, we are going to make the character sit on driving seat and add a suitable animation when the character enters the bus.
Project Files
password=CLM_MH_Bus
2023-01-30 10:02:00 +0000 UTC
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Today, we are going to add input/control remapping into our shooter game. Yesterday, we integrated the menu system into the project. But there were some issues in control options and remapping. We will add the necessary functions to allow control remapping and show the controls inside a scrollable panel so that it will support any number of controls without any issue.
project files
https://www.patreon.com/p...
2023-01-29 10:02:00 +0000 UTC
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Today, we are going to integrate enhanced input system into the shooter project. In unreal engine 5.1, the legacy input system has been deprecated and therefore, we are going to migrate all the inputs to the newer system here. This will allow us to make use of the input re-mapping system available in menu system we have added to our project.
project files
https://www.patreon.com/posts/63654325
2023-01-28 10:01:01 +0000 UTC
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Today, we are going to integrate the menu system we have implemented separately into the ALS based shooter project we are working on. This will allow us to have a separate main menu, and a pause menu for the game.
project files
https://www.patreon.com/posts/63654325
2023-01-27 08:31:01 +0000 UTC
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Today we are going to implement a simple wormhole effect in unreal engine 5. Here we will setup a scene where a space ship traveling through space in speed of light.
password=CodeLikeMe_Speed
2023-01-25 10:02:00 +0000 UTC
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Today we are going to do some improvements to the procedural ivy generator tool we developed yesterday in unreal engine 5. This tool will allow you to create and place ivy in the level in any length and any shape you need. The tool will dynamically add meshes as you modify the guiding spline of the ivy. Here, I will show you how to add variations to ivy segments to get a more organic look.
password=CodeLikeMe_Ivy
2023-01-24 10:01:01 +0000 UTC
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Today we are going to implement a procedural ivy generator tool in unreal engine 5. This tool will allow you to create and place ivy in the level in any length and any shape you need. The tool will dynamically add meshes as you modify the guiding spline of the ivy.
password=CodeLikeMe_Ivygen
2023-01-23 10:01:59 +0000 UTC
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This is the 4th part of the procedural snake/dragon character we are working on. What meant by procedural is, the snake body will be animated dynamically/procedurally through the code and the length of the body can be adjusted as we need through parameters. Regardless of whatever the path the snake head moves, the body will follow it accordingly. In this episode, we will implement NPC dragon characters who can fly in the sky or move on ground without bumping into obstacles. We will setu...
2023-01-22 10:01:01 +0000 UTC
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This is the third part of the procedural snake character we are working on. What meant by procedural is, the snake body will be animated dynamically/procedurally through the code and the length of the body can be adjusted as we need through parameters. Regardless of whatever the path the snake head moves, the body will follow it accordingly. In this episode, we will implement flying mechanics for the character, so this can be used as a flying dragon.
password=CLM_Dragon
<...
2023-01-21 10:01:01 +0000 UTC
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Today, we are going to update the Helicopter flying system we worked on as a part of shooter project, from unreal engine 5.0 to 5.1. We will check all the features we implemented and if there are any bugs after the migration, we will fix it. These are the features of the helicopter flying system we have implemented so far,
- Passenger helicopter
- Attack helicopter
- Shooting
- Firing Missiles
- Flares system
- D...
2023-01-20 10:02:00 +0000 UTC
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This is the second part of the procedural snake character we are working on. What meant by procedural is, the snake body will be animated dynamically/procedurally through the code and the length of the body can be adjusted as we need through parameters. Regardless of whatever the path the snake head moves, the body will follow it accordingly. Here we will implement how the snake get longer as he eat food. So, the more the snake eat food, longer it gets.
password=CLM_SNaky
2023-01-19 10:01:59 +0000 UTC
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