In this unreal engine 5 tutorial, I am going to implement a procedural snake. 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. Same mechanism can be used to implement a dragon character as well.
password=CLM_Snaky
2023-01-18 10:01:01 +0000 UTC
View Post
Today, we are going to create a walkable meta human character that can walk to a bus and Press E and start driving the Bus. Press E again to exit the bus and walk again. This tutorial is based on a patron request. The tutorial has 2 parts, 1 - Creating a player controllable metahuman character. We will retarget the default mannequin animation blueprint to be used with metahuman. 2 - Implementing interacting with the bus to press E to enter and start driving. Here, we w...
2023-01-17 10:01:01 +0000 UTC
View Post
Today, we are going to updated the shooter project we were working on 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. The main issue I encountered here is regarding the geometry caches that I had used for destructible barrel explosions.
project files
https://www.patreon.com/posts/63654325
2023-01-16 10:01:59 +0000 UTC
View Post
In this episode of unreal engine 5 open world series, I am going to complete the dynamic rain system which allows the game to change the weather from clear condition to rainy weather and back to clear weather in runtime randomly. So, the weather will be smoothly transitioned between different states.
Project Files: https://www.patreon.com/posts/76625594
2023-01-15 10:01:01 +0000 UTC
View Post
In this episode of unreal engine 5 open world series, I am going to integrate Rainy weather into the weather system we are working on. We have already worked on how to darken the environment and clouds like when it rains. Here, we will add a rain particle along with a thunder system. As the rain particle get activated, the landscape material properties will be changed to make it look wet from the rain water.
Project Files: 2023-01-14 10:01:01 +0000 UTC
View Post
In this episode of unreal engine 5 open world series, I am going to implement a method that allows smooth transition of atmosphere into different states. that means, in the runtime, we would be able to smoothly change from a clear weather to a darker/cloudy weather with dark clouds and vice versa.
Project Files: https://www.patreon.com/posts/76625594
2023-01-13 10:01:01 +0000 UTC
View Post
In this episode of unreal engine 5 open world series, I am going to implement a switch that allows us to quickly switch the atmosphere from a clear weather to a cloudy dark weather. This would be a feature that I implement towards a dynamic weather system in unreal engine 5 open world. This blueprint will control the parameters in sky atmosphere, volumetric cloud and post process volume in the scene to achieve the desired look.
Project Files: 2023-01-12 10:02:00 +0000 UTC
View Post
Today, we are going to continue with the weapon inventory UI widget. Here, we are going to implement open and close functions of the inventory UI. Also, we will look into how to keep the selected weapon highlighted in the HUD.
project files
https://www.patreon.com/posts/63654325
2023-01-11 10:01:01 +0000 UTC
View Post
Today, I am going to update the rootmotion based locomotion system I have implemented into unreal engine 5.1. In this project, I have implemented a locomotion system that purely work exclusively using rootmotion enabled animations. The movement system includes walking, crouching and sprinting along with turn, turn inplace movement to stop, jump and landing animations . So, all the movements of the characters are driven by the animation and by doing this we can achieve better animation and mov...
2023-01-10 10:01:59 +0000 UTC
View Post
Today, we are going to continue with the weapon inventory UI widget. Here, we are going to link the character with the inventory UI so that the weapons currently held by the character will be visible in the inventory UI.
project files
https://www.patreon.com/posts/63654325
2023-01-09 10:02:00 +0000 UTC
View Post
Today, we are going to continue with the weapon inventory UI widget. Here, we are going to embed the actual gun blueprints into the weapon inventory UI instead of just showing the weapon mesh. The reason is, we already have some weapon modifications such as adding a silences and if we only show the mesh in the UI, we will not be able to show the runtime changes to the weapon in the UI.
project files
https:/...
2023-01-08 10:01:00 +0000 UTC
View Post
Here is a demonstration of updated unreal engine 5.1 Complete menu system. The system contains the menu system and the maps and minimap system.
password=CLM_MapMenu
CLM_MapMenuP1
2023-01-07 10:01:01 +0000 UTC
View Post
In this episode of unreal engine 5 open world series, I am going to work on how to increase the cloud density and how to darken the atmosphere. Here, the atmosphere is built with unreal sky atmosphere actor and the clouds are created with volumetric clouds actor. We will modify the volumetric clouds material to increase the cloud density and find out which parameters we need to tweak in sky atmosphere component to darken the clouds and overall atmosphere. This step is towards building a dynam...
2023-01-06 10:01:03 +0000 UTC
View Post
Today I am going to show you how to remap input keys / customizing controls in unreal engine 5 enhanced input system. Previously we had implemented a full menu system with customizable controls using old input system in unreal engine 5. Today, we are going to refactor the same system to work with the new enhanced input system. So that you will be able to change the controls in the runtime through the controls option menu.
password=CLM_Remap
2023-01-04 11:01:02 +0000 UTC
View Post
In this unreal engine tutorial, I am going to show you how to implement inputs with key combinations using "Enhanced Input System" introduced in unreal engine 5.1. Here, we will be using chorded actions feature to implement multi key input actions such as following attack types.
- kick + up = front kick
- kick + down = leg sweep
- kick = regular kick
Here, we will be using the unreal engine hand to hand combat system ...
2023-01-03 10:02:00 +0000 UTC
View Post
Today I am going to show you how to migrate from the regular Input System we had in earlier versions of unreal engine to Enhanced Input System introduced in unreal engine 5.1 . Here we will look into how to setup Input action assets and input action mapping context for Axis and Action mappings for a third person character.
2023-01-02 10:01:59 +0000 UTC
View Post
In this episode of unreal engine 5 open world series, I am going to implement wind effects on the palm tree leaves. We already have grass wind node in unreal material system by default, but we can't rely on that as the palm trees behave in a different manner to the wind. We are going to implement a custom wind function to
Project Files: https://www.patreon.com/posts/76625594
2023-01-01 10:01:59 +0000 UTC
View Post
UE 5.3 Project files (starting from Episode #35)
CodeLikeMe_OpenWorld_UE_5.3
password= CLM_UE5.3_OpenWorld
UE 5.1 Project Files: CodeLikeMe...
2023-01-01 07:42:22 +0000 UTC
View Post
In this episode of unreal engine 5 open world series, I am going to add bushes and small scattered stones as ground cover foliage near the cliff foot areas. Here also, we will procedurally spawn these meshes using landscape grass output. But we will limit the spawning areas only on the surface area where we have placed rock and trees.
Project Files: https://www.patreon.com/posts/76625594
2022-12-31 10:01:59 +0000 UTC
View Post
In this episode of unreal engine 5 open world series, I am going to generate a forest of palm trees using procedural foliage spawning system in unreal engine 5. Here, we will look into how the procedural foliage volume works, how to cluster trees, what are the different parameters we can fine tune to achieve an organic growth of a forest.
password=CLM_PFS
2022-12-30 10:01:01 +0000 UTC
View Post
Here is a demonstration of unreal engine skateboarding template I have implemented. The project is now updated and tested on unreal engine 5.1
password=CLM_Skate5.1
Project Files: https://arimac-my.sharepoint.com/:f:/g/personal/thilina_arimaclanka_com1/Eq5LfHCjlH1FmjroGCs655MBWJpAuJKbiVfkiJBe5XbHjw?e=wKjBJQ
2022-12-29 10:01:01 +0000 UTC
View Post
In this episode of unreal engine 5 open world series, I am going to add a grass output into the landscape auto material we have created. This will allow us to spawn grass meshes on the landscape where the grass texture layer appears and avoiding other landscape layers such as sand or rocky surfaces. Also, we are going to do few improvements to allow independently fine tune the tint of the sand and grass texture layers.
password=CLM_GT
2022-12-28 10:01:01 +0000 UTC
View Post
In this episode of unreal engine 5 open world series, I am going to implement a wet look on the landscape near the sea water level. This wetlook will be implemented on the landscape material and will be applied globally. So that wherever the land meets sea, the surface would look wet regardless of the surface is sand, rock or soil.
password=CLM_WetSand
2022-12-27 10:01:01 +0000 UTC
View Post
In this episode of unreal engine 5 open world series, I am going to add an ocean around the island landscape we have created. Here we will be using water plugin in unreal engine 5. We will have to adjust the ocean water spline to match the edge of the island.
password=CLM_Ocean
2022-12-26 10:01:59 +0000 UTC
View Post
In this episode of unreal engine 5 open world series, I am going to continue with the procedural landscape material. Here we will implement separate material layer functions for each different layer of the landscape that represent grass, soil, rock and sand surfaces. So far, we have been using just colors to represent the layers, now on we will have a fully textures landscape.
password=CLM_MatLayers
2022-12-25 10:01:01 +0000 UTC
View Post
In this episode of unreal engine 5 open world series, I am going to continue with the procedural landscape material. Here we will work on the sea level and the beach region. There will be a separate layer to represent the beach layer. On the sea level, the landscape layer will be transitioned into the beach layer and the there will be a parameter to control the width of the transition region.
password=CLM_Beach
2022-12-24 10:01:01 +0000 UTC
View Post
Today I am going to start working on a procedural landscape material. In this episode, we will focus on how to blend different colors on landscape beased on the slope of the landscape. The reason we are only going to use a color instead of textures is to keep the material simple so that we can understand the slope based blending technique. Later on we will add detailed textures into the material.
2022-12-23 10:02:00 +0000 UTC
View Post
Today I am going to implement a simple tool that allows us to place dummy characters all over the map in a grid on landscape to help us with understanding the scale of the world. This tool will have options to adjust the grid spacing, the mesh you want to put as reference, clear the reference characters etc. When we create the world/level in editor, as we pan around the level, it is easy to lose the sense of scale of the world in player's perspective. This tool would be handy in t...
2022-12-22 10:02:00 +0000 UTC
View Post
Today I am going to generate an island landscape in World Machine and import it into unreal engine 5. Here, I will show the complete workflow that consist of , 1. Setting up the island landscape simulation in world machine 2. Setting up output parameters 3. Import the world machine output into unreal engine as a landscape This was a topic I had worked on some time ago in this channel in unreal engine 4. Now that unreal engine 5 is released and there are a lot of changes to the wor...
2022-12-21 08:13:14 +0000 UTC
View Post
Today, we are going to implement a companion AI system in unreal engine 5.1. Here, the companion will accompany the player to a certain location in the level. If the player stop following the companion, he will stop and wave to ask player to follow him. We will be implementing this system using AI behavior trees
password=CodeLikeMe_AIComp
2022-12-20 10:02:00 +0000 UTC
View Post