Today, I am going to update the survival project I have been working on in unreal engine 4, into unreal engine 5.
password=CodeLikeMe_survivor
project files: https://arimac-my.sharepoint.com/:f:/g/personal/thilina_arimaclanka_com1/Em_Q4FNFne5NjYQir7kPcUoBshwROJDWUDHlG9LwZcWJnQ?e=46OAcY
2022-04-23 20:31:00 +0000 UTC
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Today, I am going to add an exhaust effect for the flying car I have implemented in unreal engine 5. When the character enters the car, the engine will start, and to show that, afterburner-like engine exhaust particles will start. The particle will also have a refractive effect as well.
password=codeLikeMe_Burner
2022-04-22 20:30:00 +0000 UTC
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I previously implemented a flying car system in unreal engine 4. Here is the playlist. https://www.youtube.com/playlist?list=PLNTm9yU0zou7oa4HaN9nS0kVgp2a-B6MI
Today, I am going to update that into unreal engine 5 and implement a seamless camera blending when the character gets into the car.
password=CodeLikeMe_BR
2022-04-21 19:30:00 +0000 UTC
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Today I am going to implement a comet particle system in unreal engine 5 using niagara effects system. The comment will have 3 components, head, dust tail and the ionized gas tail.
password=CodeLikeMe_Comet
2022-04-20 19:31:00 +0000 UTC
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Today I am going to implement a galaxy effect in unreal engine 5 using the Niagara particle system. I will continue this project in the same project I implemented the night sky with stars. Here, we will learn how to advance the simulation time and pause the niagara effect to keep a snapshot of the niagara effect in the scene.
password=CodeLikeMe_galaxy
2022-04-19 19:30:01 +0000 UTC
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This is episode 57 of the third-person shooter series based on Unreal Advanced Locomotion System. Today we are going to migrate the ALS shooter project into unreal engine 5 version. I am going to walk you through the project migration process and show you how to resolve the problems encounter in the process. Previously this project was in the unreal engine 4.26 version..
project files
https://www.patreon.co...
2022-04-18 19:30:00 +0000 UTC
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Today I am going to implement a special material to render planets. When we render planets, we can't rely on the main directional light as we have to adjust it to get the desired look of the scene. So, I am going to implement an unlit planet material with the ability to show a fake shading effect with a parameter that defines the light direction to make the planet look like it is lit by light. So, it can have a lit side and a dark side similar to a default lit material.
passw...
2022-04-17 19:10:37 +0000 UTC
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Today I am going to implement an asteroid belt around the planet using unreal engine 5 Niagara effects system. Here asteroid meshes will be spawned in a torus-shaped area around the landscape. The torus shape will have a huge radius so that the asteroids will be placed above the volumetric cloud layer.
password=CodeLikeMe_Belt
2022-04-16 19:07:33 +0000 UTC
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Today I am going to implement a night sky scene with stars using unreal engine 5 sky atmosphere system. Here, I will modify the sky atmosphere skydome material to include stars (milky way galaxy as seen from earth). The stars will render behind the clouds. Also, the stars will have a subtle flickering effect as well.
password=CodeLikeMe_Starry
2022-04-15 21:30:01 +0000 UTC
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Today I am going to migrate the helicopter flying system I have implemented in unreal engine 4 into unreal engine 5. I will walk you through all the steps of migration and show you how to resolve the issues that arise in the migration process. The helicopter system has following features
project files
https://www.patreon.com/posts/63654325
2022-04-14 20:30:01 +0000 UTC
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This is episode 57 of the third-person shooter series based on Unreal Advanced Locomotion System. Today we are going to migrate the ALS shooter project into unreal engine 5 version. I am going to walk you through the project migration process and show you how to resolve the problems encounter in the process. Previously this project was in the unreal engine 4.26 version..
project files
https://www.patreon.co...
2022-04-13 21:30:01 +0000 UTC
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Today we are going to look into how to use the chaos destruction system available in unreal engine 5. Using the chaos destruction system, let's see how to implement destructible walls that can be destroyed by shooting projectiles in unreal engine first-person template. Here to apply damage and cause destruction, the force field plugin will be used.
password=CodeLikeMe_Chaos
2022-04-12 19:18:51 +0000 UTC
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Today I am going to implement matrix rain effect in unreal engine 5, using niagara effects system from scratch.
password=CodeLikeMe_Mat
2022-04-10 19:04:05 +0000 UTC
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In this unreal engine tutorial, I am going to migrate the skateboarding template I have implemented in unreal engine 4 into unreal engine 5.
password=codelikeme_sk
project files: https://arimac-my.sharepoint.com/:f:/g/personal/thilina_arimaclanka_com1/Ej-ZyuK_2ChEjP_iWKQKwnMBqfAtygb3npkz_8KlNZLhXw?e=tW61Og
2022-04-09 21:00:02 +0000 UTC
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Today, I am going to work on the engine sounds of Unreal engine 5 chaos vehicle template that includes a sports car and a buggy. In the current release of the vehicle system, the engine audio system of the buggy is not working properly and the sports car doesn't have sounds at all. So, I am going to fix the engine audio pitch modulation issue in the buggy and add dynamic engine sounds to the sports car that changes according to the engine RPM.
password=CodeLikeMe_V8
2022-04-08 19:42:47 +0000 UTC
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This is episode 56 of the third-person shooter series based on Unreal Advanced Locomotion System. Today we are going to add a healthbar to our game so that we can communicate the health level of the character to the player. We will implement this with a very simple progress bar for now and later on we will improve the look after implementing the basic functionality..
project files
https://www.patreon....
2022-04-06 20:31:00 +0000 UTC
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Today we are going to implement an atom particle effect with Niagara effects system using unreal engine 5. The atom will consist of a nucleus and a cloud of electrons that orbit around the nucleus. This system will have 3 emitters for nucleus, electrons and a trail effect for electrons.
password=CodeLikeMe_ATM
2022-04-05 19:39:21 +0000 UTC
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Today we are going to implement a fire arrow rain. This system will be based on the arrow rain system we implemented in this video: https://youtu.be/PP2Jd6w1MQAWe will add the flaming head, fire particles and amber particles to the existing fire rain to get the fire arrow effect.
password=CodeLikeMe_FARR
2022-04-04 16:31:21 +0000 UTC
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Today we are going to implement an arrow rain using unreal engine niagara effects system. This would be very useful in a medieval-style battle simulation.
password=codelikeme_rainingArrows
2022-04-03 14:46:59 +0000 UTC
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Today we are going to implement a fireflies effect using niagara effects system in unreal engine 5.
password=CodeLikeMe_FF
2022-04-02 13:13:51 +0000 UTC
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This is episode 55 of the third-person shooter series based on Unreal Advanced Locomotion System. previously we created a blood particle with Niagara to be spawned when the characters get hit by bullets. The next step is to spawn blood splatters on the ground as blood drops on the ground. For that, we need export the collision data of niagara particle collision events to blueprints. This can be done through Niagara particle callback handler interface. Let's see how to setup that today. ...
2022-03-30 21:30:00 +0000 UTC
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This is episode 54 of the third-person shooter series based on Unreal Advanced Locomotion System. Today we are going to create a blood particle using Niagara effects system. we already have a blood particle that spawns when characters or any object with the flesh physical material get hit by bullets. But I just used it from a pack I had and never covered how to implement the actual particle effect. So, I am going to cover that today.
Project Files:
2022-03-29 21:30:01 +0000 UTC
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Today we are going to implement a firework effect using niagara effects system in unreal engine 5. Firework will have 3 basic components. the head that is shot to the sky, the trail that follows the head, and the final omnidirectional explosion. Here, we will learn how to use death event and location events from one emitter to spawn particles in another emitter.
password=CodeLikeMe_FW
2022-03-28 21:31:00 +0000 UTC
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Today we are going to implement a meteor shower effect with Unreal engine Niagara simulation system. Here we will use two niagara emitters. One is for the head of the meteorite with a simple sprite for the asteroid rock part. The other emitter would be for the trail of the meteorite. It would use a niagara ribbon render module. The ribbon will be using a location event received from the meteor head to get the trail effect.
password=CLM_Meteor
2022-03-27 06:29:00 +0000 UTC
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Today we are going to implement a simple black hole particle effect using Unreal engine Niagara effects system.
password=CodeLikeMe_BH
2022-03-23 21:30:00 +0000 UTC
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Today we are going to implement a sky beam effect using unreal engine Niagara effects system. A light beam will emit from the earth towards the sky and in a higher point, illuminating clouds will form an umbrella like dome in the sky. This dome will cover a large area in the sky. Everything will be implemented from scratch using the basic nodes and templates that comes by default with unreal Niagara system.
password=CodeLikeMe_SkyBeam
2022-03-22 21:30:01 +0000 UTC
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This is episode 53 of the third-person shooter series based on Unreal Advanced Locomotion System. Today we are going to look into how to fix the AI characters focusing on the lower part of the character they are focused to using AIController SetFocus method. Ideally, they should be looking at the head of the character. We are going to fix this by overriding the GetFocalPointOnActor function in AIController to return a location closer to the head of the character. Also, there is a proble...
2022-03-21 21:31:00 +0000 UTC
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This is episode 52 of the third-person shooter series based on Unreal Advanced Locomotion System. Today we are going to implement a blood pool effect for the dead characters. When the characters are killed, this effect will show a bleeding out effect that looks like the dead characters are laying dead in a pool of blood. We will use a deferred decal for this effect. the decal will be spawned underneath the dead character and will be enlarged slowly to mimic a bleeding out behavior..
...
2022-03-20 22:30:01 +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. We already worked on portal material to show another place through a plane with fake depth illusion in this video (https://youtu.be/hxs8Pz218SU). Now let's add the particle ring around the portal to complete the effect. Here we will see how to use dynamic scratch inputs in the Unreal engine Niagara system to...
2022-03-19 16:21:10 +0000 UTC
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Here we are going to implement a portal material that gives the illusion of the depth rendered on a flat surface. Here we will use 2 approaches, one is using cube maps and another method is using a normal 2d texture to show what's inside the portal. We can use the same method to render fake interiors as well. Also, we will look into how to create custom cubemaps using 6 images (left, right, front, back, top, bottom) with the Nvidia texture tools exporter plugin for photoshop. (2022-03-18 10:06:43 +0000 UTC
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