Today, we are going to continue with the weapon inventory UI widget. Here, we will look into how to change the 3D weapon mesh that rotate in the UI widget when we click and select a different weapon to view details. So we will be able to see a 3d rendering of the selected weapon on the right side of the UI.
project files
https://www.patreon.com/posts/63654325
2022-12-19 10:01:59 +0000 UTC
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Today, we are going to start working on a weapon inventory UI which shows the details of the weapons in the players inventory. Here, the selected weapon needs to be rendered in 3D and rotate around in the widget. So, we are going to look into how to render 3D elements in widgets today. Even though this is the 142th episode of ALS based shooter series, if you just need to learn how to render 3D objects in UI, this would help.
project files
2022-12-18 10:01:01 +0000 UTC
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Today I am going to implement a mirage effect in unreal engine 5. A mirage is an illusion we see in hot places like deserts where it looks like there is water in the distance, but no water for real when we go closer. We are going to implement this mirage effect as a post process material effect.
password=CLM_Mirage
2022-12-17 08:15:38 +0000 UTC
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Today I am going to do some improvements to the Jupiter planet material we have worked on the following video: https://youtu.be/FDAPaTlpBOA We are specially going to look into improving the turbulent look on the storms on Jupiter surface.
password=CodeLikeMe_Jup
2022-12-16 10:01:01 +0000 UTC
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I have previously worked on a sun material in unreal engine 5 and shared a video on that in following link.
https://youtu.be/BAtUtTBsPcs
Today I am going to do some improvements to the sun rendering material. This improvements will increase the turbulent nature of the sun surface.
password=CLM_RenderSun
2022-12-15 07:13:42 +0000 UTC
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Today I am going to implement an oil flow burning system based on the oil flow we worked on yesterday. So, when the oil touch and start burn on one end, it will start and spread the fire from that end to the other end. Here we will implement the required Niagara fire particle and setup the fire spreading movement on the dynamic oil flow path.
password=CLM_BurnOil
2022-12-13 10:01:02 +0000 UTC
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Today I am going to implement a simple Fluid flow simulation system in unreal engine 5. Here, According to the slope of the ground, fluid flow direction will be decided dynamically. We will work on both path simulation and the material that renders the oil flow.
2022-12-12 10:01:02 +0000 UTC
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Today I am going to show you how to implement a simple iridescent oil surface material in unreal engine 5. Here, we will create this material to use with a decal so you can use it to make things like oil spilled on ground. But you can use the material in any surface you want.
password=CLM_Iridescence
2022-12-11 07:52:55 +0000 UTC
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This is episode 141 of the third-person shooter series based on Unreal Advanced Locomotion System. Today we are going to implement a system which changes the stamin depletion rate based on the weight of the weapons character is carrying. When the weight is higher, the stamina will be depleted quickly so that character will only be able to sprint a very short distance. On the other hand, when there are no weapons or only a hand gun, character will be able to sprint around a lot.
project ...
2022-12-09 10:01:02 +0000 UTC
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This is episode 140 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, we are going to implement a way to limit the maximum movement speed of the character based on the weight of the inventory. Here, I will consider only the weight of weapons towards total weight. I will define weight threshold values for running and sprinting. For example, if the character is carrying 3 weapons including a heavy RPG, character will not be able to run or sprint, only w...
2022-12-08 10:01:59 +0000 UTC
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Today, we are going to implement a procedural burning fuse system in unreal engine 5. When the fuse is lit, the a spark will keep burning along the cord and as the fiery spark passes along the wire, the burnt part will disappear. To implement the wire, we will use spline meshes with the help of a spline component, so that you can have the fuse with any length as you draw the spline.
password=CLM_Burningfuse
2022-12-07 10:01:02 +0000 UTC
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In this episode of the unreal engine hand to hand combat series, I am going to implement a third person character that supports all the hand to hand combat mechanics we have implemented so far in this series. So, the character will have third person controls including character movements and camera controls and can engage in hand to hand combat with NPCs.
password=CLM_TPH2h
2022-12-06 10:01:02 +0000 UTC
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In this episode of the unreal engine hand to hand combat series, I am going to implement a hit reaction for attacks when the character has blocked the attacks. Even if the attack is blocked, there should be some reaction in character posture to show the impact.
password=CLM_Blocked
2022-12-05 10:01:02 +0000 UTC
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Today, we are going to implement a stylized rain particle using Niagara effects system in unreal engine 5. I will be implementing everything from scratch including the required textures.
password=CLM_STR
2022-12-04 10:01:59 +0000 UTC
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Today, we are going to implement a sound ripple effect using Niagara in unreal engine 5. This effect can be used to demonstrate a very loud sound or some anomaly/portal in space.
password=CLM_Ripples
2022-12-03 10:01:02 +0000 UTC
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This is episode 139 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, we are going to implement a way to drop weapons for the player. The player will be able to equip a weapon and drop it. The reason to implement this mechanism is, I am going to introduce a weight system with a maximum capacity player can carry and can affect the movement speed of the player. So, player need a way to drop some weapons he want in the middle of the game.
project f...
2022-12-02 10:01:03 +0000 UTC
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In this episode of the unreal engine hand to hand combat series, I am going to implement blocking attacks. As we have implemented NPC attacks yesterday, now we need a way to block those attacks. By blocking, the character will not take any damage and block will be visualized by hands lift and kept closer to the face.
password=CLM_Block
2022-12-01 10:02:00 +0000 UTC
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In this episode of the unreal engine hand to hand combat series, I am going to implement fight back ability for NPC characters. Up until now, the AI NPC characters just waited there without attacking player. Here, we will work on how to make the AI characters do random attacks when they are within the attacking range of the player character. They will randomly do kicks or punches.
** note - this project file release does not contain finisher animations as I don't own the an...
2022-11-30 10:01:59 +0000 UTC
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In this tutorial, I am going to add NPC characters to the planet gravity system we have implement3ed previously. We have already worked on a player character with the ability walk around spherical worlds and also some physics objects which reacts to the gravity of spherical objects. Now we are going to add NPC characters who can randomly walk around spherical planets under the planet gravity system we have implemented.
password=CLM_GravNPC
2022-11-29 10:01:02 +0000 UTC
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In this episode of the unreal engine hand to hand combat series, I am going do some improvements to the impact effects we have already worked on. Here we will reference the impact effects of mortal kombat game add a flash like effect to the impact position to register the impact position clearly.
** note - this project file release does not contain finisher animations as I don't own the animation assets. Only the blueprints and other stuff I created for this project along with bas...
2022-11-28 10:01:02 +0000 UTC
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This is episode 138 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, we are going to expand the enemy barks/ enemy vocal reactions system to the situations where they see dead bodies or jammed machineries. When they see a dead body, they'll say something like Man down and go to search there. When they see a damaged/sabotaged alarm tower or a generator, they'll say something like what happened to that and go and search.
project files
2022-11-27 10:01:02 +0000 UTC
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This is episode 137 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, we are going to expand the enemy barks/ enemy vocal reactions system to the situations where they spot the player and where they hear a major disturbance noise such as an explosion or shooting sound. When they see the player, they will make a response like, Found him/ Here/ Over Here ... etc.
project files
2022-11-26 10:01:02 +0000 UTC
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Today, we are going to implement a simple simulation grid effect in unreal engine 5 using Niagara effects system.
2022-11-25 10:01:01 +0000 UTC
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This is episode 136 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, we are going to integrate helicopter riding for ALS based character we have in the game. We have already implemented rideable helicopters previously in the series and today we are going to add get in and get out from helicopter functions to the ALS character.
project files
https://www.patreon.com/posts/...
2022-11-24 10:02:00 +0000 UTC
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Today in the rain thunder system, I am going to do some clarifications on what happens when the character go under a roof. Basically we don't get any rain under a cover. Also, I am going to add a new feature which allows us to show rain water dripping on roof edge.
password=CLM_RoofRain
2022-11-23 10:01:02 +0000 UTC
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This is episode 135 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, we are going to improve enemy barks by adding variations for the same AI responses. For example, when they hear a minor noise, there will be a several responses they can use and one of them will be randomly selected and play. Same will be implemented for all the different AI response/bark types.
project files
2022-11-22 10:01:02 +0000 UTC
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Today I am going to improve splashes in rain thunder system rain particle. Previously we used a texture to show the splash effect. Today, instead of that, I am going to spawn a random number of rain drop sprites that splash out from the rain drop hit location and drop back on ground. This would allow us to have more accurate results of splashes on hit surfaces. For example, we had some weird splashes coming around the charcter body and that would be fixed here.
password=CLM_Splashy
2022-11-21 10:01:02 +0000 UTC
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This is episode 134 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, we are going to work on AI enemy barks. Enemy barks are the things the AI characters say out loud which depicts responses or reactions to what they see or hear. Also, barks will hint on what they are going to do next. For example, when an enemy hear a whistle noise mad3e by player, enemy will say, "Who's there?", then "Sweeping the area" and start searching. If AI didn't find anything, "N...
2022-11-20 10:01:59 +0000 UTC
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Today we are going to implement a cloud vortex effect using unreal engine 5 Niagara particle system. You can use this for something like a portal effect or for the sky in a storm. As the eye of a storm in the sky.
password=CLM_CloudVort
2022-11-19 10:01:02 +0000 UTC
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Today, we are going to implement a plasma globe effect using niagara effects system in unreal engine 5. Here, we will be re-using the effect we implemented in yesterdays videos, which is an electric streak effect in the following video.
password=CLM_Plasma
2022-11-18 08:09:27 +0000 UTC
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