Today, I am going to implement a simple electric particle system using Niagara effects system in unreal engine 5. Here, we will be using the material we have already developed to get a look of a electric streak in this video: https://youtu.be/Z_2-3fAXsSs
2022-11-17 10:01:02 +0000 UTC
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Today, I am going to implement a simple electric streak material. This simple material can be used to implement something like a electric beam, electric spark or a lightning bolt. I will create parameters to customize the color, speed and few other properties to have a unique look for each different material instance. You can use this material with particle effects as well.
project files: https://www.patreon.com/...
2022-11-16 10:02:00 +0000 UTC
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Today, I am going to show you how to implement force feedback for controllers in unreal engine 5. Here, we will use the first person shooter template and when we shoot, we will add a slight rumble/ force feedback effect to the controller.
2022-11-15 10:01:02 +0000 UTC
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This is episode 133 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, we are going to work on how AI NPC characters perform priority tasks. For example, when an AI character see the player, they have to shoot the player and run to the alarm an activate it to alert others. So, in such a situation, even when the AI is actively engaging on the fight, we need to override the typical behavior and make it run to the alarm. SO, we will implement it as a generic be...
2022-11-14 10:01:59 +0000 UTC
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Here is a demonstration of sword VFX pack I have been working on recently. The updated pack contains 11 Unique Magic swords effects with ability to customize and have infinite variations by modifying blueprint exposed parameters. The major VFX categories are, - Vortex sword - Electric sword - Flaming sword - Kiki magic sword - Dripping sword - Rainbow magic - herb leaves magic - Dead souls magic - Electric attraction magic - Element attraction magic - Air s...
2022-11-13 11:00:09 +0000 UTC
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In this episode of the unreal engine hand to hand combat series, I am going to work add blood and impact effects to the finisher moves. Also we will improve the kick and punch impact effects by making the character to spray blood from attacks only when the character is damaged below a certain threshold. Before that, only a dust puff like effect will be spawned to show the impact. ** note - this project file release does not contain finisher animations as I don't own the animation assets...
2022-11-12 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 work add blood effects to the impact effects we have already worked on. So, in addition to the dust puff like effect we get when we punch or kick a character, we will get a splashy blood cloud and some blood drops to enhance the damage effect. ** 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 th...
2022-11-11 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 work on adding impact effects for body slamming attacks. When a character is slammed on the ground by the opponent, a dust cloud will appear and move away from the slammed position in a circular pattern to highlight the power of the body slamming attack. ** 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 cre...
2022-11-10 10:01:01 +0000 UTC
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In this episode of the unreal engine hand to hand combat series, I am going to work on adding impact effects for kicks and how to distinguish which fist or foot making the impact and show the impact effect accordingly. ** 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 basic kick, punch, uppercut, lower jab animations. You will have to get the animat...
2022-11-09 10:01:01 +0000 UTC
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In this episode of the unreal engine hand to hand combat series, I am going to work on impact effects for the punch impact. We will create a simple dust puff like effect and play it on the point of impact when we perform a punch on the characters. Here we will look into how to create the particle effect, and how to determine the place and time we need to show the particle effect in order to look correctly to highlight the impact point.
** note - this project file release does not...
2022-11-08 10:01:02 +0000 UTC
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This is episode 132 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, we are going to work on how to alert the AI driven NPC character through the alarm system we have implemented in past couple of episodes. When the alarm goes off, the AI characters should hear it and respond to the sound by running to the area where the spotting of enemy happened.
project files
https://...
2022-11-07 10:01:02 +0000 UTC
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This is episode 131 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, we are going to work on calling backup enemies when alarm is activated. This mechanism can be used to add different dynamics to the game that enables different play styles. When the player is detected by an enemy, enemy will sound the alarm and it will spawn backup enemies in a distant place and make them run towards the area where action happens.
project files
2022-11-06 10:01:02 +0000 UTC
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This is episode 130 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, we are going to work on disabling alarm towers in the game. When the alarm is not disabled, if enemies spot us, they will sound the alarm to alert nearby other enemies. But If player sabotage and disable the alarm first, they won't be able to sound the al
project files
https://www.patreon.com/posts/6365...
2022-11-05 06:31:23 +0000 UTC
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Here is a demonstration of all the magical sword effects we have been working on magic attacks series so far. You can download the complete project in above link. The pack contains 5 main categories of magic effects and by customizing the exposed parameters in the sword blueprint, you can achieve many different looking unique magical effects for the swords.
password=CLM_MSwrd
2022-11-04 09:01:34 +0000 UTC
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This is episode 129 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, we are going to work on how AI driven enemy NPC characters trigger Alarms when they spot the player or any other enemy character who doesn't belong to their faction. We have already worked on functions to activate the siren and lights on the alarm, and we will connect those already implemented functions via a blueprint interface to trigger the alarm.
project files:
2022-11-01 09:01:03 +0000 UTC
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In this episode of the unreal engine hand to hand combat series, I am going to implement an action camera system where the camera will be focused on the action when a finisher sequence is performing. The normal camera will be on a regular side scroller view and when the player is doing a finisher, the camera will move closer to the enemy and clearly show the finisher attack sequence dynamically. This will help to increase the cinematic look of the game. ** note - this projec...
2022-10-31 09:02:00 +0000 UTC
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Today we are going to implement a magical frost and fire vortex aura visual effect for a sword. Particles with trails will whirl around the sword while moving in the direction the sword is pointing. By changing the colors used in the effect and parameters such as velocities and rates, you will be able to have a lot of unique looking effects using the same template.
password=CodeLikeMe_Whirl
2022-10-30 09:01:01 +0000 UTC
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This is episode 128 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, we are going to work on the siren sound and the lights of the alarm tower. We are going to create an event to toggle the alarm and when we turn in on, there will be a looping siren sound and blinking lights on the alarm tower.
project files
https://www.patreon.com/posts/63654325
2022-10-29 09:01:07 +0000 UTC
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This is episode 127 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, we are going to start working on alarm towers. Alarm towers will sound a siren with alarm lights when they go off and will alert the surrounding enemies. Also, they will call backup enemies as well. The alarms will be activated by enemies when they spot the player or any other character from an enemy faction. In the todays part, we will setup the basic blueprint with a destructible ...
2022-10-28 09:01:02 +0000 UTC
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This is episode 126 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, we are going to look into some of the warnings that appear in the game in output log and try to find what causes them and possibly resolve them. You can see the warnings in yellow in output log.
project files
https://www.patreon.com/posts/63654325
2022-10-27 09:01:01 +0000 UTC
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This is episode 125 of the third-person shooter series based on Unreal Advanced Locomotion System. We have been using chaos destructible geometry collection already in out game for things like destructible barrels and generators. But those geometry collection are always simulating physics when we play the game. But, we only need them to activate when we shoot a destructible barrel and explode it. We don't want them to simulate physics before that. But if I just disable physics simulation, it ...
2022-10-26 09:01:02 +0000 UTC
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This is episode 124 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, we are going to implement indicator lights to the generator. When the generator is working, the light will emit green and when generator goes into the jammed state after shooting a couple of times, the light will turn red. This will clearly visually communicate the player the internal state of the generator apart from the jammed sparkles and sounds regardless of the light level of the sur...
2022-10-25 09:01:02 +0000 UTC
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Today we are going to implement another casting of a magic infused sword attack. Character will life the sword to sky and a electrified beam will come from sky to the sword and sword will be electrified. Then the character will attack with the electrified sword.
password=CLM_Casting
2022-10-24 09:01:02 +0000 UTC
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This is episode 123 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, we are going to implement sabotaging lights. This would be an extension of trap generators we have already implemented. There will be a connected lights stand powered by the generator. When we shoot and jam the generator, the lights will blink as the generator emit sparks and give jammed sound which attracts the enemy NPCs. Further shooting on generator will explode and destroy both...
2022-10-23 09:01:59 +0000 UTC
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This is episode 122 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, we are going to implement AI reactions to sabotaged generators. When sabotaged, the generator will go to a malfunctioned state. When in malfunction state, the generator will emit some sparks and black smoke to visually indicate it is malfunctioned and noise which attract enemies to check on that. This will give the player a chance to explode the generator and take down the enemies nearby....
2022-10-22 09:02:00 +0000 UTC
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This is episode 121 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, we are going to implement sabotaging of generators we worked on yesterday. When sabotaged, the generator will go to a malfunctioned state. When in malfunction state, the generator will emit some sparks and black smoke to visually indicate it is malfunctioned and noise which attract enemies to check on that. This will give the player a chance to explode the generator and take down the enem...
2022-10-21 09:01:01 +0000 UTC
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This is episode 120 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, we are going to implement a generator that we can shoot and explode. The generator will be implemented as a child of explosive barrel. But unlike the explosive barrel, it will take multiple bullets to explode the generator. Later on I am going to implement the generator as a trap where the first few bullets will make it malfunction and the the next few bullets will make it explode. When i...
2022-10-20 09:01:02 +0000 UTC
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Today we are going to implement a sword trail effect for the fire sword effect we have implemented. Here, a trail of fire will appear when the character do an attack with the fire sword. The trail will only appear when the sword is fast moving.
password=CLM_Fire
2022-10-19 09:01:01 +0000 UTC
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Today we are going to improve the sword trail effect we created in the last episode of this series using Niagara effects system in unreal engine 5. Here, we will modify the material of the trail and add some additional emitters to make the trail look nicer.
password=CodeLikeMe_Trails
2022-10-18 05:57:17 +0000 UTC
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Today we are going to implement a sword trail effect using Niagara effects system in unreal engine 5. Apart from implementing the trail, we will also look into how to enable and disable the trail according to the sword attack animations. Because we should render the trail only when the sword is moving fast. For this we will use anim notifiers to detect the places of the animation we should start and end trail. The anim notifier events will set the density of the trail of the sword ...
2022-10-16 09:01:02 +0000 UTC
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