In this episode of unreal architectural design viewer, We are going to implement a way to capture and display a map of the project layout. Here, we will implement a way to capture an orthographic image for the map from top view and display it within a UMG widget. In context of a architectural design project, you can use this to showcase the floor plan or the project plan. In a game, you can utilize the same method to show a map.
password=CLMDesViewMap
2025-07-29 04:54:42 +0000 UTC
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Today we are going to explore how to create a reactive sand system using landscape deformation system we have worked on. This will be suitable for a desert or a beach landscape where characters foot or vehicle tires can leave a deep footstep mark or a track on sand. Here we will be using the distance fields based landscape deformation system we implemented before.
password=TimeOfSands
2025-07-24 08:31:36 +0000 UTC
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Today we are going to explore how to have different landscape deformation values for different landscape layers. Here we will have a snow layer and a hard surface such as a asphalt road or a rocky surface on the landscape material and only the snow layer will deform/react to footsteps or vehicle tires.
password=2LayerDeformation
2025-07-23 06:43:19 +0000 UTC
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This is the 40th part of the tutorial series, where we are implementing a Real Time Strategy game using Unreal Engine and C++. Previously we added a minimap to the HUD of our RTS game and today we are going to work on how to detect the location on the minimap when player click on minimap. This will be used to jump to a different area of the map in game world by clicking on the minimap.
password=CLMRTSCPP39
2025-07-20 05:24:19 +0000 UTC
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This is the 39th part of the tutorial series, where we are going to implement a Real Time Strategy game using Unreal Engine and C++. Previously we added a minimap to the HUD of our RTS game and today we are going to implement a way to show the currently focused area of the map as a small rectangle on the minimap.
password=CLMRTSCPP39
2025-07-18 08:14:26 +0000 UTC
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This is the 38th part of the tutorial series, where we are going to implement a Real Time Strategy game using Unreal Engine and C++. Previously we worked on a method to dynamically capture a map image. Today, we will work on how to show that in our HUD. Also, according to the design of the game, we will work on how to capture the map image from an angle similar to a isometric game as in age of empires. And that will be shown on the HUD.
password=AOECLM38
2025-07-17 05:32:52 +0000 UTC
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This is the 37th part of the tutorial series, where we are going to implement a Real Time Strategy game using Unreal Engine and C++. Today we are going to work on a method to dynamically capture a map image. This will allow us to not rely on a static texture for the map image so that even if we make changes to the map, in the map that we show on the HUD, the updated map will appear. Here we will capture the map using a scene capture component from the top view using orthographic projection mo...
2025-07-15 07:45:32 +0000 UTC
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This is the 13th episode of the tutorial series based on the game Portal. Here we are going to continue work on how to place objects through portals. We can press F and grab cubes in the world and then move to a portal and then place the grabbed object through the portal. As of previous episode, we had a couple issues with calculating the rotation of the object we see through the portal and in some angles, passing through portal doesn't work properly.
password=CLM_PortalPassObj
2025-07-14 07:22:46 +0000 UTC
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This is the 12th episode of the tutorial series based on the game Portal. Here we are going to work on how to place objects through portals. We can press F and grab cubes in the world and then move to a portal and then place the grabbed object through the portal. Once you release the object, it will be placed at the exit door of the portal as we see placing it from the other portal where player was standing. This is the same mechanism we see in original portal game.
password=CLMP0rtalPa...
2025-07-12 19:10:01 +0000 UTC
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This is the 6th episode of cooking game in unreal engine tutorial series. Here, we are going to create a data table that contains information about all the ingredients,/items available for player to cook. This data table will be used to show items in the inventory menu. We will also implement a way to filter and show items in the inventory based on selected category.
password=CLMCook5
2025-07-10 08:03:39 +0000 UTC
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This is the 5th episode of cooking game in unreal engine tutorial series. Here, we are going to design and create a UI to show cooking inventory that shows all the ingredients, items available in the kitchen for the player. Here we will setup basic HUD and widgets required for this and later on e will be able to drag and drop items from the inventory to the pot on stove for cooking.
password=CLMCook5
2025-07-09 07:06:45 +0000 UTC
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This is the 4th episode of cooking game in unreal engine tutorial series. Here, we are going to add a flame to the stove blueprint we have created. Flame will be controlled through the control panel of stove. We will create parameters and connect to the stove control panel to dynamically show how the flame intensity is changed based on user input.
password=CLM_Cook
2025-07-06 06:54:35 +0000 UTC
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Today we are going to integrate the distance fields based snow deformation system we have worked on into the vehicle system that we had alread implemented for reactive grass. Here, we will modify the same trail spawning blueprint to carve out a trail on snow landscape.
password=CLMSnowgrass
2025-07-04 06:17:37 +0000 UTC
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Today we are going to work on how to leave a permanent trampled path on the grass field when character walk through the grass in our distance fields based reactive grass system. In the previous implementation, the trail remains only temporarily in the level and grass blades resets over time. Here, the created path will remain indefinitely in the level.
password=CLMReactiveGrassPaha
2025-07-03 05:13:29 +0000 UTC
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Today we are going to create w landscape deformation system. Here, we will use a nanite tessellation enabled landscape and will be using distance fields to affect the landscape at runtime to deform a path. The use case here would be to deform and carve a path on snow landscape as the character walk on snow.
password=CLM_TessDiss
2025-06-27 07:12:18 +0000 UTC
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Today I am going to demonstrate how to setup nanite tessellation and displacement for landscape. Here I will walk through all the required steps to create a material with displacement maps and tessellation support for the landscape.
password=CLM_TessDiss
2025-06-26 06:40:43 +0000 UTC
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Today we are going to create a system to leave a trail or a trampled path from the wheels of a vehicle in our reactive grass system. Grass will react to the body and the tires of the vehicle. Grass blades will bend away from the body and the wheels will leave a trail on the grass field. In time, grass will be straighten up again. There will be parameters to control how long the trail should last.
password=GrassTrails
2025-06-25 06:27:56 +0000 UTC
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Today we are going to implement a distance field based reactive grass system that will react to characters and other objects in the world. We will build this into the Fortnite style grass we implemented. but you can apply this method to any kind of a grass material.
password=CLMBendyGrass
2025-06-23 07:26:13 +0000 UTC
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Here is a demonstration of updated unreal engine 5.6 stylized landscape and grass material implemented. Here I have made use of runtime virtual textures(RVT) to blend the grass color with the color of the landscape underneath. So the colors of the grass will blend smoothly with the color of the landscape. This stylize is somewhat inspired by fortnite game. I started on this project in unreal engine 4 and you can watch the process of making the materials in the following playlist in detail.
2025-06-21 05:55:28 +0000 UTC
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This is the 183rd episode of the new tutorial series on Action RPG game using Gameplay Ability System. Today we are going to create a data table to hold all the read only data relevant to weapons, shields and all other items. This data table will be used to access details of a certain item whereever they are needed. Until now, we had embedded such details within blueprints itself. This is not a good way to manage data in a game and this would be the first step towards rectifying this issue.
2025-06-20 06:05:31 +0000 UTC
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This is the 182nd episode of the new tutorial series on Action RPG game using Gameplay Ability System. Today we are going to create a widget for weapon details panel. This will bee used to show details of the weapon or any other item in the inventory when we hover over a item in the inventory. Here we will also add a component to show a comparison of the stats such as damage, speed, weight compared to the current weapon/item from the same category player has equipped.
2025-06-19 05:43:28 +0000 UTC
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This is the 181th episode of the new tutorial series on Action RPG game using Gameplay Ability System. Today we are going to work on the skill tee tab of the tabbed in-game menu that we have implemented. When we press either inventory button or skill tree button, the game will open the same in-game menu and the relevant tab will be open. While we are in this tabbed menu, we can switch between different menu pages using the tabs. We have already added the inventory menu into this system and no...
2025-06-18 06:08:20 +0000 UTC
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This is the 3rd episode of cooking game in unreal engine tutorial series. Here, we are going to implement heat control buttons for the stove. In the control panel of the stove, there will be 2 buttons to increase anddecrease heat intensity provided in the stove and a display to show the intensity as bars. As we press + and - buttons, heat intensity will be changed and the bar display will also change accordingly.
2025-06-15 16:06:57 +0000 UTC
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This is the 2nd episode of cooking game in unreal engine tutorial series. Here, we are going to work on control panel of the stove. The conrol panel will have a couple of buttons to turn on and control the power/intensity of the heat/flame and a simple display to show these data. This will be implemented as a interactable UMG widget and used in world space on the stove.
2025-06-13 03:05:21 +0000 UTC
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Today I am going to start working on a cooking game in unreal engine. Here, the first step would be to create a pot, fill it with water and place it on a stove. Here we will use unreal modeling system to create a simple pot and a stove model and create a material to represent water on the pot.
2025-06-11 06:13:45 +0000 UTC
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This is the 1809th episode of the new tutorial series on Action RPG game using Gameplay Ability System. Today we are going to work on how to show the details of the skill as a tooltip when we hover over a certain skill in the skill tree. This tooltip will appear only if we have currently not selected a skill to bring up the detail panel for in by clicking on a skill tree button.
Project Files
2025-06-10 08:28:14 +0000 UTC
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This is the 5th episode of the Unreal Engine TRex tutorial series. Here we will work on how the T-Rex NPC character attack the player. When the T-Rex is in close enough range to the player, it will bite the player and grab by its mouth. Player mesh will hang within the jaws of the T-Rex character
*** Project files do not include T-Rex asset
password=CLM_Trexxx
2025-06-08 17:44:47 +0000 UTC
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Here is a demonstration of AI cars and Car customization system we implemented previously, now updated into unreal engine 5.6. This system contains following features, - AI driver cars - Customization garage - Skid marks - Nitrous boost - Procedural race track
2025-06-07 08:59:43 +0000 UTC
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This is the 36th part of the tutorial series, where we are going to implement a Real Time Strategy game using Unreal Engine and C++. Today we are going to work on how to show the health bar of the character when player hover cursor over the characters in the game. We have already implemented a gameplay message that is broadcasted when player hover over a pawn and the HUD is listening to that message using gameplay messaging system. This event will be used to detect what character the player i...
2025-06-06 04:03:32 +0000 UTC
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This is the 35th part of the tutorial series, where we are going to implement a Real Time Strategy game using Unreal Engine and C++. Today we are going to implement gameplay messages to BeginCursorOver and EndCursorOver events of the characters that HUD can listen to. Later on these events generated by message will be used to show and hide overhead healthbars of the characters.
2025-06-04 05:43:41 +0000 UTC
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