XaiJu
CodeLikeMe

CodeLikeMe

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Unreal Engine Helicopter Flying #19 - Helicopter AI Takeoff and Landing

In this episode of the Unreal engine helicopter flying system, I am going to implement an AI controller system which allows the helicopter to be possessed and controlled by an AI system. Initially, we will implement the ability to takeoff and land the helicopter through the AI. Here we will re-factor the code to allow applying control inputs to the helicopter via both player and AI controller.

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project files : 2022-01-10 04:26:57 +0000 UTC View Post

Unreal Engine Converting Blueprints to C++

Today, I am going to show you an example of how to convert a project that we have developed in blueprints into C++. For this, I will be using the blueprints third person template and replace the code written in blueprints regarding movements, jump and camera controls with C++ code. Here, mainly we will see how to do input bindings and how to apply character movement inputs and control rotation inputs in C++.

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Unreal Engine Helicopter Flying #18 - Emitting Anti Missile Flares

In this episode of the Unreal engine helicopter flying system, I am going to implement an anti-missile flares emitting system. IR flares are used in helicopters to avoid getting hit by locked missiles which follows heat signatures. The flare will have a very bright head followed by a white smoke trail. We implemented a suitable Niagara particle system for the flare in the previous episode and today we will work on the flare blueprint, how does it move once spawned, and how to spawn them in th...

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Unreal Engine Helicopter Flying #17 - IR Flares Niagara Particle

In this episode of the Unreal engine helicopter flying system, I am going to implement a Niagara particle for IR (Infrared) flares. IR flares are used in helicopters to avoid getting hit by locked missiles which follows heat signatures. The flare will have a very bright head followed by a white smoke trail. Later on, we will be integrating these particles into our helicopter flying system.

project files : 2022-01-06 08:49:42 +0000 UTC View Post

Unreal Magic Attacks 3 - On Fireball Hit

In this episode of the unreal engine magic attacks system, I am going to work on what happens when the fireball hits on another character. Here, the skin of the character will turn red and show visible burnings and start emitting some fire-like particles similar to the magic fireball while playing some reaction animation. After a while, the effect of the magic hit will dissipate and the character's skin will return to normal.

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Unreal Magic Attacks 2 - Fireball Trail

In this episode of the unreal engine magic attacks system, I am going to work on the trail of the magical fireball attack particle. When the fireball is being held at the hand of the character, there should not be a trail. But as the fireball is shot towards the aiming direction, it should have a trail to be able to clearly see the fireball heading towards the target. For this, we are going to add a new module that renders a trail behind the fireball. This module will only be enabled in the r...

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Unreal In-game Shop - Buy Items

Today, I am going to implement a simple shop system where the player can buy different items. I will use the shooter project as the base for this system and so you will be able to buy a helicopter. There will be 2 types of helicopters available. I will be only implementing a seller actor and a simple widget that allows players to make the purchase.  When the player goes near the shop, Press "E" to Shop notification will appear, and once the player presses E, the shop menu will open. and ...

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Unreal Magic Attacks 1 - Summon Fireball

In this episode of the unreal engine magic attacks system, I am going to work on the summoning of a fireball.  When the player presses the right mouse button, A fireball will be summoned under the player character's right hand, and on left click, the character will shoot the fireball.  As for the fireball particle effect, we will use the niagara fireball particle effect we created in this tutorial: https://youtu.be/Fzh...

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Unreal Adventure - Part 40 (Associating Dialogues & Level Sequences)

This is the 40th episode of the "Unreal Engine Adventure" tutorial series I am doing. This series is inspired by games like Heavy Rain or Detroit Become human. These are more like interactive stories where the player choices of player will have a permanent impact on the gameplay.  Today, we are going to associate multiple level sequences into a conversation. Each level sequence will be focusing on the character who is currently talking in the conversation. So, there will be 1 level seque...

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Unreal Engine Fire Ball with Niagara FX System

In this episode, I am going to create a Fire Ball particle system from scratch using unreal engine Niagara effects system. Here, what we are going to achieve is a simple fireball effect that looks like conjured and materialized from the particles in the environment by forcing them to concentrate into a single point. Particles in the environment will be attracted towards the center of the fireball and the ball will be materialized and start glowing in some time.  We will be using 2 partic...

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Unreal Adventure - Part 39 (Synchronizing Characters Between Gameplay and Cinematics )

Today, we are going to look into how to synchronize the characters between the cinematic level sequences and gameplay. Because In cinematics, the character can be in one place, and by the time player reach a certain point and start the cinematic, the character could be in a different place. Because of that, we can see some snapping of the character position, and let's see how to avoid that here.

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project files download : 2021-12-29 03:39:09 +0000 UTC View Post

Unreal Engine Simple Tornado Particle System using Niagara FX System 🌪️

In this episode, I am going to create a tornado particle system from scratch using unreal engine Niagara effects system. Here, the focus is not on implementing a realistic tornado, but on studying and getting familiarized with the Niagara effects system and how to use different modules and methods to achieve the desired results we need. Here, we will be starting the system with a simple looping fountain particle emitter and will implement the tornado like particle movement using torus module ...

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Unreal Adventure - Part 38 (Integrating Level Sequences with Dialogue/Conversation System)

This is the 38th episode of the "Unreal Engine Adventure" tutorial series I am doing. This series is inspired by games like Heavy Rain or Detroit Become human. These are more like interactive stories where the player choices of player will have a permanent impact on the gameplay.  Today, we are going to look into how to integrate the level sequences into the dialogue/conversation system we are working on. Basically, when we start a conversation with a character, the camera angle should b...

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Unreal Engine Helicopter Flying #16 - Missiles

In this episode of the Unreal engine helicopter flying system, I am going to implement a missile shooting system. The helicopter will be carrying 8 missiles attached to the sides and the player can shoot the missiles towards other enemy characters and helicopters and deal a large damage amount compared to machine-gun bullets.  The missiles will be implemented as a separate actor and a niagara effect that mimics a trail of a missile will be activated when the missile starts flying towards...

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Merry Christmas and Happy Holidays Everyone!!!

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Unreal Engine Niagara Rotating Ring Particle Effect

In this unreal engine tutorial, I am going to implement a rotating ring particle system from scratch using the niagara effects system. The same method can be used to implement a fire ring as well by changing the material.


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Unreal Adventure - Part 37 (Rotating Ring/ Loading Icon in UI Widgets)

Today, we are going to implement a rotating ring icon like a loading circle indicator in unreal UMG widget system. I am going to use this to show around the change of value in the confidence level of the character when we show the left popup notification. The same method can be used to create a loading circle indicator as well. The rotation will be handled in the material.

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project files download : 2021-12-22 06:52:16 +0000 UTC View Post

Unreal Snowboarding System

In this unreal engine tutorial, I am going to implement a snowboarding system with an infinite downhill movement path that generates automatically.  The snowboarding system will be based on the skateboarding system we have already implemented.

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Unreal Adventure - Part 36 (Popup Notifications)

This is the 36th episode of the "Unreal Engine Adventure" tutorial series I am doing. This series is inspired by games like Heavy Rain or Detroit Become human. These are more like interactive stories where the player choices of player will have a permanent impact on the gameplay.  Today, we are going to implement a popup notification system that will be used to display various gameplay notifications such as confidence level changes or any other character property changes in the game. For...

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Unreal Engine Helicopter Flying #15 - Object Pool Pattern - Bullet Pooling

In this episode of the Unreal engine helicopter flying system, I am going to implement a bullet pooling mechanism based on the object pooling pattern. The idea is, instead of spawning and destroying bullets when we shoot from the helicopter, we hide and keep the bullet in an array after moving to the hit surface and when we need to shoot again, an already available bullet object is re-used. This approach is good for performance because we avoid unnecessary spawning and destroying of actors.&n...

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Unreal Animal herd System - Escape From Threats II

In this episode of the Unreal engine animal herd system, I am going to make some improvements related to the detecting threats and run away system we have already worked on. Previously, even after the threat is registered, the deer characters sometimes can take about 10 seconds to react. That is because they are waiting to finish the current task executed in the deer AI system. Today, we will see how to interrupt that task and make them run away as soon as the threat is registered through the...

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Unreal Engine Helicopter Flying #14 - Projectile Hits and Damage

In this episode of the Unreal engine helicopter flying system, I am going to work on how to damage other actors when shot from the helicopter. So, we will be able to shoot other enemy characters and kill them. Also, we will be able to shoot down other helicopters.  Here, the hot detection system will be different from the method we have used in normal gun shooting we have already worked on because, there, we didn't consider the bullets as projectiles. we used a simple line trace to detec...

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Unreal Engine Helicopter Flying #13 - Rocket Damage and Explosion

In this episode of the Unreal engine helicopter flying system, I am going to work on how to damage the helicopter from bullets. The player or other enemies will be able to shoot at the helicopters in the game and the bullets should make dents and damage the helicopter by reducing the health level of the helicopter. If enough bullets hit the helicopter it should start emitting smoke to show the progressive damage and then explode into pieces after the maximum damage threshold is reached. In th...

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Unreal Engine Helicopter Flying #12 - Bullet Damage

In this episode of the Unreal engine helicopter flying system, I am going to work on how to damage the helicopter from bullets. The player or other enemies will be able to shoot at the helicopters in the game and the bullets should make dents and damage the helicopter by reducing the health level of the helicopter. If enough bullets hit the helicopter it should start emitting smoke to show the progressive damage and then explode into pieces after the maximum damage threshold is reached. In th...

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Bicycle riding system update Unreal 4.26 / Unreal 5

Here is a demonstration of bicycle riding system I am working on. This release is downgraded for unreal 4.26 as the original project was in unreal 5. Also the4.26 project has some additional features such as fall down, get up, and get on and off from bike. Please note that this is still a work in progress.  

Project files (uneral 5):  https://www.patreon.com/posts/54474271 

Project files ...

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Unreal Engine Helicopter Flying #11 - Mounted Machine Gun Rotation

In this episode of the Unreal engine helicopter flying system, I am going to work on rotating the machine gun mounted in the helicopter towards the aiming direction. This will be handled through the animation blueprint using dynamic bone transform modifications.

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project files : https://www.patreon.com/posts/63654325

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Unreal Engine Helicopter Flying #10 - Shooting Projectiles

In this episode of the Unreal engine helicopter flying system, I am going to implement shooting projectiles system. When the player shoots with the machine gun of the helicopter, an array of bullets will be spawned and fly away from the nozzle of the gun towards the direction aiming.  Aiming direction will be calculated based on the direction player looking at through he camera

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project files : https...

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C++ Programming Interview - Part 8 ( Dynamic Programming )

In this episode, I will explain What is Dynamic Programming and a practical example in C++ Fibonacci series calculation using dynamic programming and how it improves the performance over a recursive algorithm approach.

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Unreal Engine Helicopter Flying #8 - Speed Boost

In this episode of the Unreal engine helicopter flying system, I am going to implement a boost effect that allows the helicopter to move faster temporarily. This mechanism will be used to evade missiles and other enemy attacks in the future. For this, first I will implement a niagara particle effect that will be used to visualize the boosting effect and will be added to the helicopter blueprint. The boost effect will be activated along with some sound effects when player press boost key.

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C++ Programming Interview - Part 7 ( Heap Sort Algorithm )

In this episode, I will explain the heap data structure and how the heap sort algorithm works, and how to implement it in C++. Here we will implement 2 main functions as BuildHeap and Heapify to build the data structure we need and to sort an array of numbers using heap sort.

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