In this unreal engine 5 tutorial, I am going to implement a stylized outline post process effect. You can use this effect to get a stylized/toon look into your projects. This will be implemented as a post process material and therefore, it will work with any object in the world without having to do any material modifications of the objects.
password=CLM_ToonOut
2022-08-01 06:30:10 +0000 UTC
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In this unreal engine 5 tutorial, I am going to implement an object outline effect for characters and other objects in the game. Here, we will be using a post process material effect to create the object outlines for the marked objects. We can mark the objects that needs to have outlines using "Render custom depth pass" flag in object rendering settings. I will add parameters to customize the outline color and the thickness.
password=CLM_LLine
2022-07-31 05:37:40 +0000 UTC
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This is episode 90 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, I am going to add a binocular to the system. Player will be able to equip the binoculars and looks through. The system will also support zoom in zoom out as well. Also, the binocular mesh will be hanging near the hip belt when not in use. When player press B, the character will put back the weapon if there is one in hand and get the binocular in hand and move it closer to the eyes. t...
2022-07-30 05:45:37 +0000 UTC
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Today I am going to show you how to implement a simple water puddle in unreal engine 5. Here, the puddle will be created with a decal, so that you can place the puddle in any place in the world you need as needed. Also, we will implement a water surface material for the decal with some wind and ripple effects to increase the realism of the puddle. Also, we can use this to show the water puddles after a rain as well.
password=CodeLikeMe_Puddle
2022-07-29 03:21:32 +0000 UTC
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Today I am going to improve the rain particle used in rain thunder system by adding ripples on the place where the rain drop hit on the surface. So far we only had a splash effect on the place of hit. The ripple will be originated on the hit location and expanded. then faded out as it expands further around the hit point. This system will re-use the effects I have previously worked on the rain and thunder series. Full rain and thunder series playlist: 2022-07-28 08:28:02 +0000 UTC
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Today I am going to implement a Rain and thunder system that works in open world map in unreal engine 5. Here, no matter where the player would go, if it is raining, the rain particles will always be around the player character and the thunder will appear randomly in distance. All the sounds for rain and thunder effects will be added. This system will re-use the effects I have previously worked on the rain and thunder series.
Full rain and thunder series playlist: 2022-07-27 05:54:07 +0000 UTC
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Here is a demonstration of unreal engine 5 Audio visualizer system I have implemented. Here, the audio clip will be analyzed with fast Fourier transformation and get the frequency spectrum data and amplitude data. Using a combination of these data, the visualizer will depict the audio played at the given time visually.
password=CodeLikeMe_Viz
2022-07-26 05:59:40 +0000 UTC
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This is episode 89 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, I am going to add custom crosshairs/reticles for RPG, Machine gun, Flamethrower, and shotgun.project files
https://www.patreon.com/posts/63654325
2022-07-25 05:14:16 +0000 UTC
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Here is a demonstration of a bird flocking system. This system includes intelligent behaviors such as, - Move around on ground. - Detecting threats - Alerting others in the flock - Flying away in sky in unison. - Come back and land on ground after cool down Here, the flock of birds will be on ground initially and when one of the members in the flock detect a threat, that bird will fly away and alert others resulting everyone in the flock to fly into the sky. After a while, the will come...
2022-07-22 06:12:11 +0000 UTC
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Today I am going to implement a global wind system in unreal engine 5. Using the wind controller, we will be able to change, - Direction of the wind - Power/Strength of the wind - Turbulence level. These settings will be applied globally. So, all the trees and grass blades will change their wind bending direction according to the settings in global wind controller.
I originally developed the wind material setup in unreal engine 4 and full tutorial is available in foll...
2022-07-21 05:48:31 +0000 UTC
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password=CLM_Wolf
This is a demonstration of Wolf character controller implemented in unreal engine 5. Here, player can play as the wolf character. Here, the movement is based on a root motion enabled 2D animation blendspace. Therefore, you will get animation accurate movement with turning. I originally developed this system in unreal engine 4 and full tutorial is available in following link. You can follow the same tutorial in Unreal 5 As well.
2022-07-20 05:44:48 +0000 UTC
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This is a demonstration of aerial double takedown system implemented in unreal engine 5. When the character is walking on beams above the enemies, there is a system that can detect the ground enemies and highlight when an air assassination/ aerial takedown available. Then, when player press attack button, the player character will jump too the target character and perform an air assassination. If there is another enemy nearby, the player character will quickly takedown the next enemy too. Als...
2022-07-18 06:04:08 +0000 UTC
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This is a demonstration of walking on narrow beams system implemented in unreal engine 5. When the character enter to a narrow beam, he will automatically reduce speed and go to a different animation blendspace which shows the cautiousness of walking on a narrow beam and as the character exit the beam section, speed and animations will return to normal. Also, even if the player is not directly looking along the beam, the character will stick to the beam as it moves without wa...
2022-07-17 05:33:31 +0000 UTC
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This is episode 88 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, I am going to show you how to show a red cross in the middle of the crosshair when the target is killed. This will help us to visually better communicate the target is killed to the player.
password=CodeLikeMe_ShootUE5
project files= 2022-07-16 05:21:22 +0000 UTC
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This is episode 87 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, I am going to show you how to make the middle dot in the crosshair red when the bullet hit an enemy(hit indicator). This will help us to visually better communicate the target is hit to the player. The middle dot will temporarily become red and then turns white.project files
https://www.patreon.com/posts...
2022-07-15 07:01:05 +0000 UTC
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This is episode 86 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, I am going to work on how to make variations for the reticle for different guns. Here, we are using the same widget for all the guns that include the gun related HUD elements and reticles. The widget will be implemented in such a way where the reticle and gun icon can be overridden for each different gun. Also, the reticle will change as we shoot to represent the reduction of accurac...
2022-07-14 05:21:27 +0000 UTC
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This is episode 84 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, we are going to improve the AI system for enemy patrols by implementing a way to set the wait time at a point in the patrol path. Using this system, we can define how long a patrolling AI character should wait at a point in the patrol path. Also, by setting this value to 0, we can make characters continuously patrol without stopping.project files
2022-07-13 05:15:44 +0000 UTC
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This is episode 84 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, we are going to improve the AI system for enemy patrols by implementing a way to set the wait time at a point in the patrol path. Using this system, we can define how long a patrolling AI character should wait at a point in the patrol path. Also, by setting this value to 0, we can make characters continuously patrol without stopping.project files
2022-07-12 07:00:04 +0000 UTC
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This is episode 83 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, we are going to implement circular patrol paths for AI driven NPC characters. We have already implemented a way to define patrol paths using a spline path and how the AI system can follow the path. But when the AI reaches the end of the path, they reveres and go back. Today, let's add a variable to give the option for NPCs to go in the defined path circularly without changing the dir...
2022-07-11 05:24:18 +0000 UTC
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This is episode 82 of the third-person shooter series based on Unreal Advanced Locomotion System. Now we have implemented 3 grenade types - Regular grenade - Flashbang - Smoke grenade And I am planning to add more grenade/throwable types in future. But as the number of throwables increase, It is not practical to add a dedicated input key for different throwable types. So, here we are going to implement a way to switch/cycle the available grenade types and when we press G, the selected g...
2022-07-10 07:59:00 +0000 UTC
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This is episode 80 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, we are going to work on a smoke grenade. Player will be able to throw a smoke grenade and it will emit white smoke that provide a cover to the player by blocking enemies vision. In this episode, we will work on throwing mechanisms and the Niagara smoke particle effect.project files
https://www.patreon.co...
2022-07-09 06:26:41 +0000 UTC
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This is episode 80 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, we are going to work on a smoke grenade. Player will be able to throw a smoke grenade and it will emit white smoke that provide a cover to the player by blocking enemies vision. In this episode, we will work on throwing mechanisms and the Niagara smoke particle effect.project files
https://www.patreon.co...
2022-07-08 06:46:17 +0000 UTC
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This is episode 79 of the third-person shooter series based on Unreal Advanced Locomotion System. We have already worked on a flashbang in our game and it already has a way to show a flash blinding effect for the player when a flashbang is exploded in front of the player. Today, I am going to implement the reaction of enemies if they caught up with a flashbang. They will be covering there eyes and stay stunned for a while without being able to attack or do any other reaction to players ...
2022-07-06 21:01:03 +0000 UTC
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Hello everyone,
Due to the ongoing economic crisis in my home country Sri Lanka, I was forced to move out from the country as the condition is getting worst by the day. I also missed a day or two in youtube because of the moving process. Hope to focus on my work now on as everything is settled for now. Just wanted to say thank you to everyone because If I didn't have the channel, I wouldn't be confident enough to move out the country due to the fear of not having a mobile inc...
2022-07-06 04:15:18 +0000 UTC
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This is episode 78 of the third-person shooter series based on Unreal Advanced Locomotion System. We have already worked on a flashbang in our game and it already has a way to show a flash blinding effect for the player when a flashbang is exploded in front of the player. Today, I am going to implement an effective range for the flashbang and work on how the flash blinding effect is changed based on the distance to the explosion. Also I will add a different particle effect for the flash...
2022-07-05 22:01:05 +0000 UTC
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In this unreal engine 5 tutorial, I am going to implement a way to place a custom waypoint on the map. This is implemented in the map system we have already worked on in previous episodes. Player will be able to click on the map and it will add the custom waypoint and an icon will appear. Also when the map is closed, a waypoint indicator will also be there in the world.
password=CLM_Wayp
2022-07-05 04:18:08 +0000 UTC
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Today, I am going to implement a way to select icons in the map widget we have implemented in unreal engine 5. Later on, when we work on fast travel and selecting active checkpoints etc., the selection part will be needed.
password=CLM_MAP
2022-06-29 00:53:58 +0000 UTC
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Now that we have implemented a map system with ability to display checkpoints and other points of interest on the map, let's implement a fast travel option which allows player to instantly travel to distant locations selected on the map. When player select a checkpoint on the map, fast travel option will be visible in the UI and by pressing that, the player character will be teleported to the world location represented by the selected icon
2022-06-27 21:32:00 +0000 UTC
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I have already implemented a map system that allows the player to open the map and close it by pressing "M". But that was implemented for the very small third person template map. Today, I am going to adapt the same system into the open world template map in UE5. This will help you to understand how to make this map system work with your own levels. The map will also display icons for checkpoints and enemy positions as well.
password=CodeLikeMe_Maps
2022-06-26 21:32:00 +0000 UTC
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We have already implemented a minimap in the following series in unreal engine 5. https://www.youtube.com/playlist?list=PLNTm9yU0zou6xdEqL2QSSfanaZ3KA_vU7 But that minimap is designed to work with the third-person template map. Today, I am going to adat the same minimap system to the unreal open-world template map. Here, I will explain the steps I take to modify the min...
2022-06-25 21:32:00 +0000 UTC
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