This is the first episode of the unreal engine C++ flappy bird tutorial series I am going to develop. 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 will work on the basic bird character setup, camera and player inputs.
password=CLM_Flappy
2022-09-09 00:00:04 +0000 UTC
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This is episode 101 of the third-person shooter series based on Unreal Advanced Locomotion System. Today I am going to work on some changes for the alerted state and the non alerted state. When the player see an enemy or hear a threatening noise like a gun shot or a grenade explosion, the alerted mode will be activated. In this mode, the character will have a higher perception radius and faster detection speed. WHen the character goes back to normal un alerted state. those changes will ...
2022-09-06 08:52:56 +0000 UTC
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This is the 7th episode of unreal engine AI car driving series. Today, I am going to improve the car AI system steering by implementing a smooth predictive steering function. That means, the car will be adjusting its steering angle continuously based on a comparison between the actual point on the road the car should reach and the predicted point, the car will reach if the current steer angle is maintained. Then, the car will adjust the steer angle to correct the predicted path.
passwor...
2022-09-05 10:02:28 +0000 UTC
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This is episode 100 of the third-person shooter series based on Unreal Advanced Locomotion System. Today also we are going to continue with the detection meter. Here we will look into how to factor in the distance between AI character and the player character into detection speed. So, when they are far apart, the detection speed will be relatively slow and if they are closer, the detection speed will be fast. Also we will look into a bug we have that keeps the detection widget indefinit...
2022-09-04 06:11:04 +0000 UTC
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This is episode 99 of the third-person shooter series based on Unreal Advanced Locomotion System. Today also we are going to continue with the detection meter and its integration with the AI behavior tree. Here, we are going to look into how to keep enemies focused on player while the detection meter is filling up. If the player came into the sight perception cone of the enemies while enemy is moving, the enemy should stop moving and look at the player. Then, the player will have to act...
2022-09-03 05:59:25 +0000 UTC
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This is the 6th episode of unreal engine AI car driving series. Today, I am going to improve the car AI system by implementing an adaptive speed control system, way to control the speed of the car based on the curve of the road. So, this will allow cars to go faster in straight parts of the road and slow down when they reach a bent section in the road.
password=CodeLikeMe_SlowandFast
2022-09-02 09:00:04 +0000 UTC
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This is episode 98 of the third-person shooter series based on Unreal Advanced Locomotion System. In previous episodes, we implemented a detection meter that fills up and blink when AI enemy characters detect player. Today, we are going to work on how to integrate that into the actual AI behavior that is controlled through a behavior tree in the game. So, after the player is detected, the enemies will start shooting. While they are engaged in the fight, when they temporarily lose ...
2022-08-31 22:00:01 +0000 UTC
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This is episode 96 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, I am going to work on a detection widget to be used with enemy AI characters. Instead of getting detected by enemies instantly when they see the player character, I hope to change AI characters to take some time to detect the player. For that, I am going to add a detection meter UI component that fills up as the player is being detected. After the player is fully detected, the detect...
2022-08-29 21:01:59 +0000 UTC
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This is the 5th episode of unreal engine AI car driving series, I am going to improve the car AI system by implementing a way to allow cars to drive on both ways of 2 way roads. So, while some cars driving on one side towards one direction, another set of AI cars will be able to drive towards the opposite direction simultaneously.
password=CodeLikeMe_driv3
2022-08-28 18:46:26 +0000 UTC
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This is the 4th episode of unreal engine AI car driving series, I am going to improve the car AI system by implementing a way to define the side of the road the cars are driving. I will add a variable to the car to select the side, if right is selected, the car will drive on the right side of the road, else car will drive on left.
password=CLM_DrivesOnLeft
2022-08-27 17:06:57 +0000 UTC
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In this unreal engine 5 tutorial, I am going to merge the menu system and the maps and minimap system into a single project so that we will have a complete menu system.
password=CodeLikeMe_MapMenus
2022-08-25 23:00:05 +0000 UTC
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In this episode of unreal engine AI car driving series, I am going to improve the car AI system to allow them to enter the road from any point the car initially parked/placed. The AI system can find the closest point they can enter the road. Even if the car is facing the other way from the road, it will be able to turn around and enter the road.
password=CodeLikeMe_Drive
2022-08-24 22:01:00 +0000 UTC
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In this episode of unreal engine AI car driving series, I am going to implement a method to detect potential collisions with other vehicles so that the AI system that drives the car will apply breaks before it hit another vehicle in the road. This will allow many cars to drive on the same road without bumping into each other all the time.
password=CLM_NoCrash
2022-08-23 21:00:03 +0000 UTC
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In this tutorial, I am going to implement a self driving car in unreal engine 5. Here, I will be using the vehicle template car as the base. Instead of simply moving the car along a spline, the AI driving system will utilize vehicle movement component by applying acceleration and steering input for driving just like a human player.
password=CLM_AICars
2022-08-22 23:00:04 +0000 UTC
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In this episode of the unreal engine hand to hand combat series, I am going to work on activating combat finisher moves. In order to do a finisher move, first, player has to do regular kicks and punches and drain the opponents health. Once the health drops below 50%, the opponent will start blinking to indicate the player that ready to do a finisher move. A finisher move will completely eliminate the opponent.
password=CLM_FinishHerr
2022-08-21 19:45:38 +0000 UTC
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This is episode 95 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, I am going to work on tagging objects through binocular. Here, player will be able to tag explosive barrels. After tagging them, a screen space billboard icon will appear on top of the barrel to allow player to easily identify the barrel location. The same mechanism is applicable to enable tagging objects such as alarms. This will help player to plan the attack.
project files
2022-08-20 18:09:08 +0000 UTC
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This is episode 94 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, I am going to re-work on the destructible barrel explosions. Previously we had a system which allows player to shoot and explode barrels. But that system was implemented using Apex destruction system. As Apex is not available in UE5, I am going to switch the destruction of barrels into chaos destruction. So, apex destructible mesh will be replaced with a chaos geometry collection. He...
2022-08-19 21:00:03 +0000 UTC
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Here is a demonstration of a tornado particle effect implemented in unreal engine 5 using Niagara effects system. You can use this along with the sand storm system implemented in one of my previous videos.
password=CLM_SandsOfTime
2022-08-17 15:46:48 +0000 UTC
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Here is a demonstration of a sand storm effect implemented in unreal engine 5 using Niagara effects system. Here, the sandstorm will start in a distant place and move towards the player character. After a while, it will pass the player character. As the sandstorm gets closer, the atmosphere will become dusty and sky will be blocked with dust particles and the atmosphere will become a bit darker while inside the storm. After storm pass away, the atmosphere will be cleared.
password=CLM_S...
2022-08-14 19:33:51 +0000 UTC
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Here is a demonstration of snow storm, wind path effect implemented in unreal engine 5 Niagara effects system. This system can be applied to a situation in a level like a tunnel, a narrow alley in the middle of buildings where powerful wind blows through that. In the wind, snow particles and some foggy particles are blowing through. Here, I will be re-using some of the stuff developed in the following mist video and snow video. Mist:
2022-08-12 20:23:30 +0000 UTC
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We implemented a fog/mist particle system using unreal engine 5 Niagara fx system in the following video. https://youtu.be/C_soSQb11fcToday, we are going to implement how it interacts with the player character. So, when the player walk through the fog, the fog particles will be pushed away from the player.
password=CodeLikeMe_LiveFog
2022-08-11 18:47:03 +0000 UTC
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In this tutorial, I am going to implement a mist particle using unreal engine 5 Niagara particle system. Here, we will only use what's available in the engine, so you don't need any external textures. We will use a sub uv animation inside the particle system to give a moving and changing effect to sheets of mist.
password=CLM_Misty
2022-08-10 18:17:35 +0000 UTC
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In the first episode of the unreal engine 5 Snow tutorial series, I implemented a simple snow particle using Niagara effects system. today, I am going to improve on the same system by implementing a way to add random wind/turbulence to the effect. Time to time, the direction and the intensity of the wind will be changed to give more live feel to the snow effect.
password=CLM_Snowy
2022-08-09 14:52:48 +0000 UTC
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Unreal Engine 5 Horse Riding
Here is a demonstration of a horse riding system implemented in unreal engine 5. Here, a character based on unreal engine 5 mannequin character will be able to whistle and call a nearby horse, or simply walk near a horse and mount it. After mounting, player can ride the horse. There are a several variations of the horse mesh to implement multiple different horses with and without saddle or armor. With several different skin textures. Also, the horse contains...
2022-08-08 14:00:24 +0000 UTC
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In this tutorial, I am going to show you how to create a snow particle system using unreal engine 5 Niagara particle system. This would be a beginner friendly tutorial as we are only going to use some basic techniques in niagara particle systems to implement the effect. Here, we will enable collisions also to the some of the particles so that they would react on the surfaces they hit accordingly to increase the realism of the effect.
password=CLM_Snow
2022-08-07 09:10:44 +0000 UTC
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This is episode 93 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, I am going to work on how to show enemy details over their head when we tag them through the binocular. After tagging an enemy, in addition to the outline, a widget will appear above their head in screen space that shows an icon (that represent their rank or enemy class) and the distance to them in meters. The distance is useful when the player has to consider the bullet drop w...
2022-08-06 04:27:19 +0000 UTC
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This is episode 92 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, I am going to continue with enemy tagging and basic binocular mechanics. Here we will add a timeout to the tag so the outline on the tagged enemies will not stay forever. But later on this duration can be tied to a player skill which that allows the player to modify the tag visibility duration. Also, we will be working on some more improvements related to the animation side of ...
2022-08-05 06:08:48 +0000 UTC
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In this unreal engine 5 tutorial, I am going to explore on stylized rendering. Here, I will be using a combination of techniques that I have already developed previously in stylized rendering videos. Specifically, I will be using the materials and post process effects implemented in following videos.
cel shading + post process : https://youtu.be/1ftzkTS6CyM .
outline rendering: 2022-08-03 18:21:19 +0000 UTC
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This is episode 91 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, I am going to implement tagging enemies through the binocular. Player can look through the binoculars zoom in and tag enemies by clicking on them when they are focused in the binocular view. After tagging, an outline will appear around them which allows player to see them even after they move behind another object.
project files
2022-08-03 05:47:42 +0000 UTC
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In the following unreal engine 5 tutorial, I showed you how to implement an object outline effect for characters and other objects in the game using custom depth rendering pass. https://youtu.be/BUXI6DkEsYoToday, I am going to do following improvements to the same material. 1. How to avoid jittering of the outlines 2. How to avoid merging the outlines of custom depth rendering enabled objects
password=CLM_O...
2022-08-01 19:19:13 +0000 UTC
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