Today, we are going to add an old lady metahuman character mesh for the NPC character previously implemented with unreal mannequin. In the dialogue system, we are working on, we need to play the appropriate facial animations according to match the vocals and the facial expressions and head movement including the lip movement. These animations are captured using iclone as the vocalist talks the relevant dialogue. In our dialogue tree, we will create another field to define which facial animati...
2021-11-30 04:56:30 +0000 UTC
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Today, we are going to work on facial animations of the character. In the dialogue system, we are working on, we need to play the appropriate facial animations according to match the vocals and the facial expressions and head movement including the lip movement. These animations are captured using iclone as the vocalist talks the relevant dialogue. In our dialogue tree, we will create another field to define which facial animation to be played according to the given audio cue. For the face me...
2021-11-28 04:18:37 +0000 UTC
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In this episode, I will explain how merge sort algorithm works and how to implement it in C++. Merge sort is an algorithm that divides the given numbers array into 2 halves from the middle and recursively uses the same function to sort each part. Then, the sorted halves will be merged together in a sorted manner. THis algorithm has a complexity of nLogn.
2021-11-27 02:26:51 +0000 UTC
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In this episode, I will be focusing bubble sort algorithm. This is the simplest sorting algorithm with a worst-case time complexity of O(n^2). I will first explain how the algorithm works with a manual example and then proceed to write the code using C++.
2021-11-25 17:35:39 +0000 UTC
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Today, we are going to continue with the dialogue/conversation system and implement camera angle changes according to the currently speaking character. The camera will change the angle and focus on the character who is doing the talking.
password=CLM_AdvUpdate
project files download : https://arimac-my.sharepoint.com/:...
2021-11-24 06:09:43 +0000 UTC
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In this episode of the Unreal engine third-person shooter series, we are going to merge the helicopter flying system with the third-person shooter series project. So, the character in the third-person shooter project will be able to walk to the helicopter, get in, fly and land and get out. I will implement shooting mechanisms for the attack helicopter as well later on.
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project files : https://www.pa...
2021-11-22 21:30:01 +0000 UTC
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The objective of the " CodeLikeMe C++ Programming Interview " series is to give you a set of common questions that you will be asked in an interview for a job that involves C++ programming such as game development. I will also explain the answers with extra details and code examples. Even if you are a complete beginner who wants to learn C++, this series will be helpful as I am going to explain things as simple as possible assuming the viewer is a beginner. I will cover the topics rangi...
2021-11-21 04:50:17 +0000 UTC
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The objective of the " CodeLikeMe C++ Programming Interview " series is to give you a set of common questions that you will be asked in an interview for a job that involves C++ programming such as game development. I will also explain the answers with extra details and code examples. Even if you are a complete beginner who wants to learn C++, this series will be helpful as I am going to explain things as simple as possible assuming the viewer is a beginner. I will cover the topics rangi...
2021-11-19 03:47:07 +0000 UTC
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The objective of the " CodeLikeMe C++ Programming Interview " series is to give you a set of common questions that you will be asked in an interview for a job that involves C++ programming such as game development. I will also explain the answers with extra details and code examples. Even if you are a complete beginner who wants to learn C++, this series will be helpful as I am going to explain things as simple as possible assuming the viewer is a beginner. I will cover the topics rangi...
2021-11-18 07:45:03 +0000 UTC
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This is the 32nd 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 continue with the dialogue tree system we are working on. Last time we worked on the UI parts and the custom data structure we need to define the required dialogue. Now let's see how to d...
2021-11-16 04:40:44 +0000 UTC
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This is the 31st 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 implement a dialog tree structure and how to use it in the game to dynamically show the dialogue choices player has, and how to show the subsequent choices dynamically ba...
2021-11-14 19:21:29 +0000 UTC
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This is the 7th part of the unreal engine helicopter flying system I am working on. Here I am going to add a military attack helicopter/ helicopter gunship to the helicopter flying system we have been working on. Just like the passenger helicopter, we will be able to fly the attack helicopter as well. Later, we will implement machine gun shooting, missile firing, and flares on this. Today, we will focus on how to adapt the existing helicopter system to this new model including flying, getting...
2021-11-14 03:36:02 +0000 UTC
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This is the 30th 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. In the last episode, we implemented a widget that will be used to show the options player can choose when the player is presented with a decision-making scenario. The same widget can be used for choosing dialog...
2021-11-11 04:38:44 +0000 UTC
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This is the 29th 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. In this episode, we are going to work on a widget that will be used to show the options player can choose when the player is presented with a decision-making scenario. The same widget can be used for choosing d...
2021-11-10 05:13:41 +0000 UTC
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This is the 6th part of the unreal engine helicopter flying system I am working on. Here I am going to implement crashing down mechanics for the helicopter. when the helicopter takes enough damage, it will start emitting smoke from the engine and start to go down while rotating uncontrollably. When the helicopter crash land, it will be destructed into pieces with explosive effects. For the explosion effects, I will be using niagara particles and for the destruction of the helicopter, Apex des...
2021-11-09 03:56:24 +0000 UTC
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Here is a preview of the advanced menu pack V2 asset now available in the unreal marketplace. This is a pack of 12 different Main Menu designs along with a Health Bar, Stamina Bar, and a Basic Minimap system with pointers for both player and enemies as well. Clicking sounds are also integrated.
Marketplace Link: https://www.unrealengine.com/market...
2021-11-08 16:14:26 +0000 UTC
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In this episode of Unreal engine third-person shooter series, we are going to work on bullet penetration mechanics for guns. Here, I will define a matrix to define what type of objects bullets can penetrate and this matrix will be customizable for each different gun type. For example, AK 47 bullets will be able to penetrate wooden covers, but not steel covers. Similarly, the sniper will be able to penetrate flesh and damage a character behind another character if we mark flesh type as penetra...
2021-11-04 17:14:49 +0000 UTC
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In this episode of unreal engine thunder and lighting system, I am going to explore the dynamics of the lightning. Specifically, how to increase the light total light intensity temporarily to mimic a realistic lightning effect. Here we will do that by dynamically changing exposure in post process settings. The reason not to add an actual light here is, because increasing the intensity of any existing light or adding a light temporarily is not always an option as in some levels we may use bake...
2021-11-04 03:39:43 +0000 UTC
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In this episode, I am going to create a dynamic thunder/lightning effect in unreal engine. Here, I will continue in the rain project I worked on recently with the niagara rain particle system. But the lightning effect will be implemented using textures. The lightning effect will start from the top and spread downwards in a realistic way and along with that, the whole environment will light up instantly for a short moment. After a while, the thunder strike sound will be played.
pas...
2021-11-02 21:30:01 +0000 UTC
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Hello Everyone,
It has been three years to the date from the start of "CodeLikeMe". So, Let's tale a look at what I could share with you guys and what I received from you guys. In total, I have made 1080+ game development tutorials for this first 3 years of my journey. Also I got the "Unreal Authorized Instructor" and Released our own game "NERO" which I work for the last 4 years in the company I work.
So, I created this video to summarize that and thank y...
2021-11-02 03:42:21 +0000 UTC
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In this episode, I am going to create a rain particle system from scratch using unreal engine Niagara FX system. Here, the rain particle will have 2 main components, the raindrop streak and splashes spawned on the location raindrops hit surfaces. Both will be implemented using sprites and for splash generation, Niagara event handlers will be used. Here we will see how to generate an event on collision and how to receive that event from another particle emitter and use it to spawn the sp...
2021-11-01 10:12:20 +0000 UTC
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This is the 27th 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. In this episode, we are going to implement a way to define a patrolling path for NPC characters. This would be implemented using a spline component and we will be able to customize the patrol path for each AI c...
2021-10-29 04:17:33 +0000 UTC
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In this episode, we are going to set up an NPC character with simple free-roaming behavior using behavior trees. As the NPC character, we will be using the same NPC character we have implemented in this episode(https://youtu.be/P1ZfIthFcV4) of the root motion based locomotion system series. The special thing about this character is, the npc also uses root motion based animations and therefore we can see it using more ...
2021-10-28 04:49:34 +0000 UTC
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This is the 25rth 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. In this episode, we are going to set up an NPC character with simple free-roaming behavior using behavior trees. As the NPC character, we will be using the same NPC character we have implemented in this episod...
2021-10-25 03:55:55 +0000 UTC
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This is the 5th part of the unreal engine helicopter flying system I am working on. Here I am going to make some changes to the helicopter control system to align it with the movement direction. This will allow the player to control the helicopter in a more efficient and intuitive way. Also, this would become handy when we implement aiming and shooting from the helicopter. You can access the rigged helicopter model and the complete project using the link above.
password=code...
2021-10-24 04:44:40 +0000 UTC
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Today, I am going to try retargeting and root motion using a mixamo character in unreal engine 5. First, I will download a mixamo character and then I will add a root bone and transfer the relevant movement to the root bone using the Enziop mixamo converter plugin for blender. Then I will import the root bone added mixamo character and the animation into unreal engine 5 and will retarget it to the unreal mannequin character so that we can test it in the default third person character wi...
2021-10-23 04:59:54 +0000 UTC
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This is the 23rd 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. In this episode, we are going to work on how to save the game when player reach a certain checkpoint. If player close and open the game again, the game will start from the last saved checkpoint. Also, her...
2021-10-20 03:19:54 +0000 UTC
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This is the 4th part of unreal engine helicopter flying system I am working on. Here I am going to work on collision sparks and sounds when the rotor blades collide with some other objects in the world. We will implement the spark particle in using niagara effects system and implement a way to detect the overlaps of helicopter blades and at the point where the blade overlaps, a sound and sparks will appear. Later on we will implement a way to destroy the blades and crash it on ground.
p...
2021-10-18 11:25:10 +0000 UTC
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This is the 3rd part of unreal engine helicopter flying system I am working on. Here I am going to work on the dust cloud formation of the landing/take off zone of the helicopter. When the helicopter blades rotate fast, it causes a massive air flow and this causes the dust and everything to move fast around the helicopter. Specially when the helicopter is near ground, we can see this effect clearly with the dust cloud formed around the helicopter. We will create this dust cloud using unreal N...
2021-10-17 09:58:18 +0000 UTC
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