This is episode 62 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, I am going to implement ammo crates. The player will be able to pick up ammo from the ammo crates placed in the level. When the player goes near an ammo crate, Rifle Ammo (E) notification will appear. After pressing E, the ammo will be collected into the relevant weapon which uses the collected type of ammo. Then the ammo crate will disappear..
project files
2022-05-25 22:31:00 +0000 UTC
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Today I am going to implement a simple circular minimap in unreal engine 5. The pointer that represents the player character will always remain in the middle of the minimap and it will always keep the player characters facing direction vertically. So, as the player moves around the world, the minimap will change dynamically and rotate to match the player's direction.
password=CLM_Mini
2022-05-24 21:31:00 +0000 UTC
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Today also I am going to continue with the solar system we have implemented in unreal engine 5. In this episode, I am going to implement orbiting of planets around the sun while rotating around the planet's axis. Here, all the orbiting speeds and the self-rotation speed will be implemented with accurate relative time measurements.
Full Playlist of unreal engine 5 stellar objects: 2022-05-23 21:31:00 +0000 UTC
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In this tutorial, I am going to create an accurately scaled solar system. Here, I will use 1 unreal unit as 100Km and use that scale to define the radius of the sun, planets and the distance from sun to the planets. So, all the objects will be accurately scaled in this map. Also, I will create another map that place all the planets and the sun closer so that we can observe the relative scales with ease. The detailed materials we have already worked on will be used to render the planets and su...
2022-05-23 01:30:01 +0000 UTC
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In this tutorial, I am going to implement a custom material to render Venus. The reason I cannot use one of the previously implemented planetary materials for Venus is, that it has a unique turbulent atmosphere. So, in order to render these atmospheric turbulences, we have to do some additional stuff in the material.
Full Playlist of unreal engine 5 stellar objects: 2022-05-22 07:26:58 +0000 UTC
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In this video, I am going to demonstrate how to use the advanced procedural tools I have developed in unreal engine 5. These tools can be used to procedurally generate level structures such as roads, bridges, fences, and many other structures that are composed of multiple different meshes. Here, the meshes are automatically placed along a given spline and there are many parameters that allow us to modify the structure easily. All the meshes are placed as instanced static meshes for perf...
2022-05-21 08:45:05 +0000 UTC
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In this tutorial, I am going to implement a custom material to render Saturn. I will also show you how to create the ring mesh and do the UV mapping to texture it with a squared section of rings texture using blender.
password=CLM_Sat
2022-05-19 20:30:01 +0000 UTC
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This is episode 61 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, I am going to work looting weapons from dead enemies. When the player kills an enemy, if there is a weapon in the hand of the enemy, it will be dropped and if there are any other weapons attached in the back or on the side like a sidearm, they will remain attached to the body. The player can walk to the dropped weapon or to the enemy and pick up those weapons and use them. if the player al...
2022-05-18 20:30:01 +0000 UTC
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This is episode 60 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, I am going to work on the basics of the loadout system. Here, we will set up necessary variables that allows us to define default weapons from all 3 categories (primary, secondary, and special) for both player character and NPC characters. Primary weapons are usually rifles/SMGs. Secondary weapons means pistols or any one handed guns. Weapons like flamethrowers, snipers, shotguns, crossbow...
2022-05-17 20:30:01 +0000 UTC
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This is episode 59 of the third-person shooter series based on Unreal Advanced Locomotion System. After upgrading the project into unreal engine 5, I am going to continue with the usual schedule for this series. Here I am going to implement weapon/gun variations for NPC characters. So, different NPC characters will be able to carry different weapons such as shotguns, machine guns, flamethrowers, handguns, SMGs, crossbows..etc. Also, they will be able to use the guns and attack as well..
2022-05-16 20:31:00 +0000 UTC
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Here is a demonstration of unreal engine 5 procedural movement animation system for 4-legged characters I have developed. I originally worked on this system in unreal engine 4 and I was able to successfully update the project into unreal engine 5 and it works properly. The character can adjust the foot placement and the body based on the slope of the ground beneath. Even though I have used a deer/stag mesh here, this method is applicable for a horse as well. This video is only a demonstration...
2022-05-15 15:27:49 +0000 UTC
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The animation retargeting system in unreal engine 5 has some significant differences compared to unreal engine 4. The retargeting system is based on IK Rig and IK retargeter assets. If you try to retarget some animations with rootmotion that worked properly on unreal engine 4 mannequin rig, into unreal engine 5 manny skeleton with default IK rig and retargeter settings, rootmotion will not transfer properly into unreal 5 skeleton. You have to change the retarget root and translation settings....
2022-05-14 05:03:00 +0000 UTC
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I have updated the procedural ladder climbing system I worked on previously in unreal engine 4 into unreal engine 5 today. This video is only a demonstration and you can watch the original tutorial here. https://youtu.be/2muIRRQl8KE In this system, you can modify the height and the gap between the steps of the ladder. Ladder is a procedurally generated mesh. So, you can adjust it to fit any location in the game level. ...
2022-05-13 18:58:52 +0000 UTC
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I have updated the zipline system I worked on previously in unreal engine 4 into unreal engine 5 today. This video is only a demonstration and you can watch the original tutorial here. https://youtu.be/Kx4prh7QwcE In this system, you can modify the start and end positions and the line will be automatically adjusted to that.
project files: 2022-05-13 06:43:41 +0000 UTC
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I have updated the gliding system I worked on previously in unreal engine 4 into unreal engine 5 today. This video is only a demonstration and you can watch the original tutorial here. https://youtu.be/gKT2IzY38Gc
Project files
password=Code...
2022-05-11 18:17:38 +0000 UTC
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In this tutorial, I am going to continue with the dynamic planet gravity system I worked on yesterday. In this episode, we will implement a way to fly into different planets in runtime and walk on them. This system will allow the character to seamlessly fly in between different planets. When the character reaches another planet, the gravity of that planet will be applied to the character so that character will be able to walk around that planet.
password=CLM_Gravity
2022-05-09 07:30:01 +0000 UTC
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In this tutorial, I am going to implement a planet gravity system in unreal engine 5. Here, there will be a spherical world and characters will be able to work around the planet. Gravity will always be towards the center of the planet and character will always stay upright perpendicular to the planet's surface aligning with the normal direction. Later on, I will extend the same system to allow characters to move to another planet and then the gravity will dynamically change to the new planet....
2022-05-07 19:59:39 +0000 UTC
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Today, I am going to package the survival project into windows. After packaging, we will have a .exe file where we can play the game directly in standalone mode without the editor. Here we will see if any errors that occur in the compiling, and cooking stages of the packaging process. Usually, when we update a project from an earlier version of unreal engine, we get packaging errors with custom data structures. I'll show you how to fix those issues as well.
password=CodeLikeMe_survivor<...
2022-05-06 19:31:00 +0000 UTC
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I updated the hand-to-hand combat finishers project I worked on a while ago in unreal engine 4 into unreal engine 5. Everything works fine. Those blueprints are still valid. Compared to normal kicks and punches, the finishers are usually longer animation sequences with complex movements and interactions between two characters. In order to work them properly, both character meshes should be in proper synchronization, otherwise, it would look odd and won't see the connection/interaction b...
2022-05-05 18:27:08 +0000 UTC
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In this tutorial, I am going to implement a custom material to render Earth in unreal engine 5. Here, there will be a separate cloud layer with cloud movements. And the darker side will have the night city lights visible from space. In addition to that, we will place the character in a moon-like environment. we will set up the atmosphere without cloud or Rayleigh scattering to match the atmosphere. Basically, the moon doesn't have an atmosphere, so there will be no atmospheric scatterin...
2022-05-04 21:31:00 +0000 UTC
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In this tutorial, I am going to implement a custom material to render Moon in unreal engine 5. Here, we will learn how to make the moon more visible with a darker atmosphere without making it completely unlit. Because if we make the material unlit, the shadow details that are coming from the normal maps will be lost.
password=CodeLikeMe_handa
2022-05-04 01:30:01 +0000 UTC
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Today, In the flying car series inspired by blade runner flying car, I am going to work on smoothing out the camera transition when the character exits the car. Here, just like when the character enters the car, the camera angle will persist when the possession of the player controller changes from the car pawn to the character blueprint.
password=CLM_FlyingC
2022-05-02 18:11:33 +0000 UTC
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Here is a demonstration of the material I developed for Sun. Here I tried to show the turbulence of sun surface and flares in the material without using any particle systems or additional meshes.
password=CLM_Sun
2022-05-01 18:31:50 +0000 UTC
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Yesterday I implement a swarm of rats in unreal engine 5 using the Niagara effects system that was inspired by the rat swarm simulation in the game Plague tale innocence. Today, I am going to further improve that system by implementing an attack mode. If the player gets closer to the region where rats roam, they will gang up on the player character and attack as a swarm. They will surround, climb on and overwhelm the player character. If the player runs away from their region, they will back ...
2022-04-30 22:30:01 +0000 UTC
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Today I am going to implement a swarm of rats in unreal engine 5 using the Niagara effects system. This system is inspired by the rat swarm simulation in the game Plague tale innocence. Here, we will spawn rat static meshes and use vertex animations to animate the static meshes.
password=CodeLikeMe_Horde
2022-04-29 22:31:00 +0000 UTC
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Here is a demonstration of unreal engine 5 Jupiter planet material. This material shows the swirling storm effect on the planet's surface and the atmospheric light scattering, shining effect across the brighter edge of the planet.
The tutorial is available in this playlist https://www.youtube.com/playlist?list=PLNTm9yU0zou5KmI5B8YU2r7dQkdQTmrNK
p...
2022-04-28 17:04:41 +0000 UTC
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Today I am going to show you how to write a plugin in unreal engine 5 using C++. Here, we will create a simple button plugin that turns the currently open level into a night scene. Basically, the plugin will identify the directional light in the scene and reduce its intensity. Then if there is a post-process volume, the plugin will adjust the auto exposure settings to make the scene darker. If there is no post-process volume, the plugin will automatically add an unbound post-process volume an...
2022-04-27 22:30:01 +0000 UTC
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Today I am going to implement a fish schooling or shoaling behavior using unreal engine 5 Niagara particle system. Here, fish will be implemented as a static mesh particle and therefore, we can't use animations. But to get a swimming animation-like behavior, we will implement a material to get a vertex animation based on world position offset. Shoaling behavior will be controlled through the Niagara emitter modules
password=CLM_Fish
2022-04-26 19:30:00 +0000 UTC
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Here is a demonstration of stylized landscape and grass material implemented in unreal engine 5. 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.
2022-04-25 19:43:55 +0000 UTC
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Here is a demonstration of unreal engine menu template project. This was originally implemented in unreal engine 5 and I updated it to unreal engine 5. The menu system contains following components.
- main menu
- game menu (new game, continue)
- gameplay options - display options
- audio options
- video options
- graphics options
- basic hud
- pause menu
project files:
2022-04-24 20:30:01 +0000 UTC
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