In this video - https://youtu.be/erYNRiT00AM I worked on a car skid marks system using the unreal engine vehicle template and Niagara particle system. The skid marks will appear if the player press handbrake while driving above a certain speed. The skid marks are created by spawning sprites under the tires using a Niagara particle system. Today, I am going to improve the same system by adding some smoke over the skid marks t...
2022-06-24 21:01:03 +0000 UTC
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This is episode 77 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 improve the effect by adding a double-image effect. So, as the white flash fades away, the player will see 2 of everything in the view for a short period and that will also fade away in time. This ...
2022-06-23 21:31:01 +0000 UTC
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Today, I am going to implement a map UI system in unreal engine 5. Here, when player press M, the game will pause and a map of the level will appear. On the map, icons for checkpoints, player character, and enemy characters will also appear. Also, if we close the game and continue to play and open the map after some time, the icons that represent moving objects like enemy characters will have updated their location in the map. I am going to use the same project I implemented the minimap syste...
2022-06-22 21:31:00 +0000 UTC
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Today I am going to implement a car skid marks system using the unreal engine vehicle template and Niagara particle system. The skid marks will appear if the player press handbrake while driving above a certain speed. The skid marks will be created by spawning sprites under the tires using a niagara particle system. Also, I will show you how to make the skid mark texture using photoshop as well.
password=CLM_Skid
2022-06-21 20:31:01 +0000 UTC
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This is episode 76 of the third-person shooter series based on Unreal Advanced Locomotion System. In the last episode, we worked on the arrow mesh and how to shoot the arrow and how it re-appear when trying to shoot again. But we ran into some issue with the character animation for shooting arrows. Today, we are going to debug the animation blueprint and see if we can fix the issue.project files
https://www...
2022-06-20 21:31:59 +0000 UTC
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This is episode 75 of the third-person shooter series based on Unreal Advanced Locomotion System. In the last episode, we added a bow into our weapon collection in the game and worked on the animation blueprint of the bow. Today, I am going to work on the arrow mesh and how to shoot the arrow and how does it re-appear when trying to shoot again.project files
https://www.patreon.com/posts/63654325
2022-06-19 21:31:01 +0000 UTC
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This is episode 74 of the third-person shooter series based on Unreal Advanced Locomotion System. In the last episode, we added a bow into our weapon collection in the game. Today, I am going to work on the animation blueprint of the bow. So that when we aim with the bow, the bow will be stretched and the string will be pulled back and when we release the string, it will return to the neutral state.project files
2022-06-18 20:32:00 +0000 UTC
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Today, I am going to implement a drunk camera effect in unreal engine 5. Here, the screen image will go on a continuous deformation to convey the idea of imbalance and impairment of visuals. The effect will be implemented using a post-process material. You can see drunk camera effect in games like GTA and red dead redemption.
password=CLM_DR
2022-06-17 20:32:00 +0000 UTC
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Today I am going to show you how to achieve a seamless transition between cinematics and gameplay. So, when an in-game cutscene is played with a separate camera animation and character animations, as the cinematic or the level sequence ends, both character and camera will be seamlessly blended into the in-game camera and the character animation. In fact, we will be playing the level sequence animations of player character itself and the same third-person camera will be used inside the level s...
2022-06-16 20:31:00 +0000 UTC
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This is episode 73 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, I am going to add bow and arrow to the system. I will be implementing bow as a child class of the already existing weapon system in the project. So that I can inherit damaging and all features of the weapons system.project files
https://www.patreon.com/posts/63654325
2022-06-15 21:30:01 +0000 UTC
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Today we are going to implement a Niagara particle system that resembles the portal effect in doctor strange movies in Unreal Engine 5. We have already worked on a similar effect in unreal engine 4. But there were some issues regarding the rotation of the emitter. When the emitter is rotated, the particle velocity didn't work correctly. Today, we are going to use a new method and it will work properly regardless of the rotation of the emitter in world space.
password=CLM_DSTR
2022-06-14 20:30:01 +0000 UTC
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This is episode 72 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, I am going to implement a flashbang or a stun grenade. Last time we implemented a flashbag effect for the game. There, the flash blinding effect happens regardless of where the explosion happens. But the flash blindness should happen only if the player sees the explosion. Also, if player looks away right before the explosion, if the explosion is close, the player should still get the flash...
2022-06-13 20:31:00 +0000 UTC
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Today, I am going to explore how to make a stylized rendering effect using a combination of cel-shading techniques and a few other effects with post-process materials in unreal engine 5. Here, the final effect will have a pencil stroke effect with cel-shaded shadows.
password=CLM_Pencil
2022-06-12 21:30:01 +0000 UTC
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This is episode 72 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, I am going to implement a flashbang or a stun grenade. A flashbang explosion disorients nearby people due to the loud noise and it can affect the vision as well. Inside the game, in order to convey the idea of disorientation, the screen will get brightened up and the time will be slowed down. Also, an ear-ringing sound will be played. After a short while, the brightness and the sound will ...
2022-06-11 21:31:00 +0000 UTC
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In the last episode of the unreal engine 5 minimap system series, we worked on how to checkpoints on minimap. Today, I am going to implement an actor component which handles the displaying an icon in the minimap. This actor component can be added to any actor including NPC enemy characters. So, the enemies will also be displayed on minimap.
password=clm_mini
2022-06-10 21:30:00 +0000 UTC
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In the last episode of the unreal engine 5 minimap system series, we worked on how to show an icon on the minimap and how to update it location relative to the minimap as the player move around the world. But it was limited to show only one icon on the minimap. Today, I am going to extend that feature to support any number of minimap icons and a way to customize the image and the size of the icon per checkpoint/point of interest in the map.
password=CLM_mini
2022-06-09 20:30:08 +0000 UTC
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We implemented a basic minimap in unreal engine 5 in this tutorial: https://youtu.be/vhpHYhvdRXA
Today, we are going to implement a way to show icons on the minimap. These icons may represent a checkpoint, a character, or some point of interest in the game world. If the location of that object is beyond the boundaries of the minimap, then the icon will stay on the edge of the minimap so that the player can unders...
2022-06-08 21:30:01 +0000 UTC
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Here is a demonstration of unreal engine 5 boss attacks system I have implemented. I initially implemented this in unreal engine 4 and recently upgraded it into unreal 5. This system contains 3 boss attacks. 1. Sword chakra - close range 2. Giant sword slam - mid-range 3. Giant sword throw - long range All of these attacks accompany relevant sound effects and vfx particle effects implemented in unreal engine 5 Niagara effects system.
password=CLM_BossAtt
2022-06-08 08:31:00 +0000 UTC
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In this episode, I am going to show you how to implement a bullet impact particle using unreal engine 5 Niagara effects system. Here, we will implement an impact effect for dirt surfaces. The effect will contain 3 modules. The effect will show bursting debris and a cloud of dust that appears on the hit point.project files
https://www.patreon.com/posts/63654325
2022-06-06 21:30:01 +0000 UTC
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This is episode 70 of the third-person shooter series based on Unreal Advanced Locomotion System. Regarding the ammo available in the guns held by NPC AI characters, ammo count is reduced as the shots are fired, same as for the player characters. But unlike player character, player do not see the available amount of ammo of NPC characters. So, once they run out of ammo, they just run around the level without doing anything useful. Also, adding a way to refill the ammo for NPCs are also not us...
2022-06-05 20:30:01 +0000 UTC
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This is episode 69 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, I am going to implement an effective range for the guns and integrate the range into the behavior tree based AI system I have implemented for AI characters through data binding in environment queries. I use various environment queries to calculate locations for flanking, taking cover, etc. By passing the firing range of the weapon held by the character, I can make sure the character stays ...
2022-06-04 21:30:00 +0000 UTC
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This is episode 68 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, I am going to implement an effective range for the guns and integrate the range into the behavior tree based AI system I have implemented for AI characters. So here, The enemy will consider the effective range of the gun he holds before attempting to attack the opponent. If the NPC has a short range weapon like a flamethrower, he will come closer to the player before firing the weapo...
2022-06-03 20:31:00 +0000 UTC
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This is episode 67 of the third-person shooter series based on Unreal Advanced Locomotion System. We have already implemented a grenade-throwing mechanism in our game. Today, I am going to add a grenade pickup system. So, the player will be able to collect grenades from the crates that lying around in the level. Also, we will set a max grenade count to limit the amount of grenades player can carry at a time. As player picks up grenades, the grenade count in the hud will be updated.
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2022-06-02 21:30:01 +0000 UTC
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This is episode 66 of the third-person shooter series based on Unreal Advanced Locomotion System. We have already implemented a grenade-throwing mechanism in our game. Today, I am going to add a grenade count and the relevant hud elements to the character so that player will not be able to throw grenades infinitely. If the player doesn't have any more grenades in the inventory if the throw button is pressed again, a "no grenades" warning will appear in the middle.
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project files<...
2022-06-01 20:30:01 +0000 UTC
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In this tutorial, I am going to implement a planet gravity physics object. Here, the physics objects will be pulled to the center of the spherical planet instead of the normal vertical gravity we have in physics objects. So, even if the object is below the planet, it will be pulled and fall on the planet's surface.
password=CLM_PGrav
2022-05-31 22:30:01 +0000 UTC
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This is episode 65 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, I am going to implement a player warning system for situations such as when the player run out of ammo, grenades, or is low on ammo. If player press the fire button when there is no ammo, in the middle of the screen, a small popup that says "no ammo" will appear..
project files
https://www.patreon.com/po...
2022-05-30 20:30:59 +0000 UTC
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Today, I am going to continue with the frogs simulation implemented in unreal engine 5 using Niagara effects system. Here, we will look into how to make the frogs react to the player character. So when the player goes near the frogs, they will be jumping away from the player.
password=CLM_Froggy
2022-05-29 20:30:01 +0000 UTC
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Today, I am going to implement an army of frogs using unreal engine 5 Niagara effects system. Here, the frogs will be spawned as static meshes in a mesh particle. The jumping animations will be implemented using vertex animations inside the material.
password=CodeLikeMe_BakBak
2022-05-28 20:30:00 +0000 UTC
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This is episode 64 of the third-person shooter series based on Unreal Advanced Locomotion System. Today also, I am going to continue with ammo crates. here we are going to look into how to randomize the ammo type and the amount an ammo box contains. We have around 9 ammo types in our game that are used by different guns. Rifle ammo is the most common ammo type used. Here, we will set up a way to randomize the type of ammo in a box with different probabilities for each type. Because since rifl...
2022-05-27 20:30:01 +0000 UTC
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This is episode 63 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, I am going to implement different ammo types and crates. We will have different ammo types that are used with different weapons in the game such as rifle ammo, sniper ammo, crossbow ammo,... etc. Unless the player has a weapon that uses a particular ammo type that contains in an ammo crate, the Player will not get the notification to pick up the ammo crate and the player will not be able t...
2022-05-26 19:31:00 +0000 UTC
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