XaiJu
CodeLikeMe

CodeLikeMe

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CodeLikeMe posts

Mixamo to Unreal Engine 5 Mannequin Animation Retargeting

Today we are going to download few sword attack animations with rootmotion from mixamo and retarget them into unreal engine 5 mannequin skeleton with with rootmotion support. Here, we will look into IKRig and IKRetargeter in detail and how to define bone chains and properly retarget using IK retargeter.

password=CLM_Retarget

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Unreal Engine 5 - Shotgun Bullet Spread (ALS #119)

This is episode 119 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, we are going to implement shotgun bullet spread shots. When we shoot a shotgun, it emits multiple pieces of bullets. If we shoot at a wall, we should see multiple halls spread around the target point. This is what we are going to replicate today.

project files

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

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Unreal Engine 5 - Silencer and Reduced Damage (ALS #118)

This is episode 118 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, we are going to implement a way to toggle between single shot mode and multi shot mode for automatic weapons. For example, if I enable the single shot mode for an AK,  even if I keep fire button pressed, it will only shoot one bullet, to shoot another bullet, I'll have to press the fire button again. This will be handy when the player is running low on bullets.

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Unreal Engine 5 - Silencer and Reduced Damage (ALS #117)

This is episode 117 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, we are going to implement a change in damage level when the silencer in enabled for a gun. So, when player has enabled the silencer for a pistol, if it takes 5 bullets to kill, with silencer it can take around 7 bullets. This is to prevent keeping the silencer always on. This won't affect the headshots.

project files

2022-10-12 07:05:23 +0000 UTC View Post

Unreal Engine 5 - Silencer HUD Indicator (ALS #116)

This is episode 116 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, we are going to implement an indicator for the silencer of the guns. When the silencer is enabled for a gun, it will be clearly displayed in the hud on the weapon icon and will be removed from the weapon icon when silencer is disabled.

project files

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

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Unreal Engine 5 - Stamina Regeneration(ALS #115)

This is episode 115 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, we are going to improve the stamina regeneration system by doing few changes. When the character fully deplete stamina, regeneration will only start after a couple of seconds delay. If the player stop sprinting before fully depleting the stamina bar, the regeneration will start immediately. This change will encourage player to use sprinting only when it is needed and plan the usage.

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Unreal Engine 5 - Electric Sword Effect

In this unreal engine 5 tutorial, I am going to implement an electric, lightning sword effect. In this effect, lightning arcs will emit around the sword. This effect is inspired by some of the sword effect in Elden ring video game.

password=CLM_Electric

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Unreal Engine 5 - Sword Effects Demo - Fire

Here is a demonstration of fire sword effect implemented in unreal engine 5 using Niagara effects system.

password=CLM_FS

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Unreal Engine 5 - Blood Damage Sword Effects - 2

We implemented a magic blood effect for a sword in previous a video (https://youtu.be/SMDSPqAyMfA). Today, we are going to improve that to allow customizing properties of the effect such as color, drop rates, smoke rates... etc from the sword blueprint so that you can use the same particle effect for different kind of magical properties.

password=Clm_Sword2

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Unreal Engine 5 - Blood Damage Sword Effect

In this unreal engine 5 tutorial, we are going to implement a blood dripping magic sword effect using Niagara effects system and some material effects. Here, we will make two Niagara emitters. One is the get the blood drops dripping from the sword and the other to get a red smokey effect around the blade.

password=CLM_BloodySword

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Unreal Engine 5 - Stamina Bar (ALS #114)

This is episode 114 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, we are going to add a stamina bar to show the stamina level of the player character. As the stamina level deplete when the player sprint, the stamina bar will be reduced and when stamina regenerate, the bar will fill up.

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Unreal Engine 5 - Loot Mines (ALS #111)

This is episode 111 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, we are going to implement looting mines from mine crates. Just like other ammo types and grenades we have in the game, we will be able to collect mines and they will be added to the inventory of the player.

project files

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

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Unreal Engine 5 - Mines Inventory (ALS #110)

This is episode 110 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, we are going to add the inventory variables that represent   the amount of mines the player has and the count will be reduced as the player place mines. Also, if player press place mine button when there are no mines in the inventory, a small warning in red will appear in the middle of the screen that says "No Mines"

project files

2022-09-27 22:01:02 +0000 UTC View Post

Unreal Engine 5 C++ Tutorial - UMG Widgets with C++ (Flappy Bird #5)

This is the 5th episode of the unreal engine C++ flappy bird tutorial series. Here, we will create a UMG widget for retry screen. When the bird hit some object, the game will be paused and the retry screen will appear. When the retry button is pressed, the game will be restarted. Everything will be coded in C++.

password=CLM_Flappy

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Unreal Engine 5 C++ Tutorial - Flappy Bird #4 - Collision Events

This is the 4th episode of the unreal engine C++ flappy bird tutorial series. Here, we will be working on detecting collision events of the bird mesh with the objects in the world. I am planning to end the game when the character hits something. So, here we will add an OnComponentHit event to the character mesh in C++.

password=CLM_Flappy

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Yondu's Weapon in Unreal Engine 5 - Trail and Curved Path

Previously we implemented  the weapon wielded by the Yondu character in guardians of galaxy. This arrow like weapon can detect enemies around it and shoot through all of them and kill the enemies.  Today, we are going to improve the system by adding a trail to the weapon and instead of directly moving through the targets in a straight line, it will go through a curved path. So, the movement of the weapon will be on a continuous curved path.

password=CLM_Yon

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Unreal Engine 5 - HUD - Mines + Grenades + Ammo (ALS #109)

This is episode 109 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, we are going to add mine count to the HUD and re organize the hud elements layout to properly fit all the elements into the screen.

project files

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

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Unreal Engine 5 - Interruptible Actions Progress Bar (ALS #108)

This is episode 108 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, we are going to implement an interruptible action progress bar. For example, to place a mine, player has to press and hold F key for 2 seconds and the duration will be represented with a progress bar. After keeping the button pressed for the duration, a mine will be placed. If player release the button, the progress bar will disappear and the action will be interrupted. No mine will be pl...

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Unreal Engine 5 - Placing Mines (ALS #107)

This is episode 107 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, we are going to implement a land mine placing system. Player will be able to place mines and when enemies step on them, the mine will explode killing the enemies. Player can place mines on enemy patrol paths or place a mine somewhere and lure enemies to that location with a whistle.

project files

https:...

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Unreal Engine 5 - CCTV Post Process Effect

In this unreal engine 5 tutorial, we are going to implement a CCTV post process effect.


password=CLM_CCTV

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Unreal Engine 5 - Whistler and Lure the Closest Enemy (ALS #106)

This is episode 106 of the third-person shooter series based on Unreal Advanced Locomotion System.  Last time we implemented a system to whistle and lure enemies to the whistle location so that player can take them down silently without seen by other enemy characters. But in this system, randomly one from all the NPCs who heard the whistle can come to check. Today, we are going to improve the system to ensure the closest enemy always come to check. Also, we are going to fix a bug related...

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Unreal Engine 5 - React to Dead Bodies with Multiple NPCs(ALS #104)

This is episode 105 of the third-person shooter series based on Unreal Advanced Locomotion System.  Today we are going to implement whistling for player. Player will be able to whistle and lure enemies to the sound location. This would help player to strategically move enemies from other NPCs sight and do take downs silently without alerting other enemies.

project files

https://www.patreon.com/posts/63...

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Unreal Engine 5 - React to Dead Bodies with Multiple NPCs(ALS #104)

This is episode 104 of the third-person shooter series based on Unreal Advanced Locomotion System.  Yesterday, we worked on how enemy AI characters react to dead bodies. Today, we are going to make the way NPCs respond to dead bodies a in a bit complicated way. When multiple NPCs see the dead body, one of the NPCs will directly come to the body and inspect, if there are 2 more NPCs, they will search the area around the dead body while the first guy inspect the body. If there is a fourth ...

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Unreal Engine 5 - AI React to Dead Bodies(ALS #103)

This is episode 103 of the third-person shooter series based on Unreal Advanced Locomotion System.  Today I am going to work on how enemy AI characters react to dead bodies. When player kill an enemy without getting detected by other enemies, and then when the enemies see the dead body of the killed character, they will consider it as a major threat and run towards the dead body. Then they will search around the area for a while. Then they will move on with their regular duties if they c...

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Yondu's Weapon in Unreal Engine 5

In this unreal engine 5 tutorial, I am going to implement the weapon wielded by the Yondu character in guardians of galaxy. This arrow like weapon will detect enemies around it and shoot through all of them and kill the enemies.

password=CLM_Yondu

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Unreal Engine 5 - Toggle Silencer in Guns (ALS #102)

This is episode 102 of the third-person shooter series based on Unreal Advanced Locomotion System.  Today I am going to work on how to toggle silencers on guns. When the player has a gun in hand, when X is pressed, the silencer will be toggled. When the silencer is enabled, the shooting sound and the noise range will be changed. That will allow player to silently take down enemies.

project files

https:...

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Unreal Engine 5 - Procedural Christmas Lights Demo

Here is a demonstration of unreal engine 5 procedural Christmas lights system I have implemented. Here you can have many different light colors with different patterns.  The tutorial is available here: https://youtu.be/OdcfKAhWMDE

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Unreal Engine 5 - Procedural Christmas Lights

In this unreal engine 5 tutorial, I am going to show you how to implement a procedural Christmas light string using procedural tools I have developed previously.  Unreal engine 5 procedural tools update:  https://youtu.be/cRPNfCYMgt0  Here, we will be able to procedurally make strings of Christmas lights and we can define the string using a spline. We can add as much as different colored lights to the string a...

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Unreal Engine 5 C++ Tutorial - Flappy Bird #3 - Moving Pillars

This is the 3rd episode of the unreal engine C++ flappy bird tutorial series. Here, we will be working on moving the level to the left to give the illusion of the bird moving to the right side of the screen. The level means the pillars that the bird has to fly through without hitting any of them. As all the pillars leave out of the screen from left side, they will be re-positioned in the right side out of camera frustrum so that we will continuously see moving pillars to the left. Also, as th...

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Unreal Engine 5 C++ Tutorial - Flappy Bird #2 - Generating Level

This is the 2nd episode of the unreal engine C++ flappy bird tutorial series. Here, we will be implementing a flappy bird like game in 3D using C++ from scratch in unreal engine 5. In the first part, we worked on the basic bird character setup, camera and player inputs. Today, we are working on a basic level generation script which allows us to generate a set of pillars with random heights along the path the bird has to fly.

password=CLM_Flappy

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