In this episode of unreal engine open world series, I am going to update the project into unreal engine 4.26 version and do a complete project file release. This update will contain all the 64 square km open world map i created and all other systems including, - Animal riding - melee combat - ranged combat/ bow and arrow - inventory system and crafting - procedural tools - and everything we have worked over 420 episodes
project files : 2021-10-13 02:56:41 +0000 UTC
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In this unreal engine tutorial, I am going to research on how to add dynamic sound effects to the skateboarding system we worked on previously. First, I will work the wheel rotation sounds. This sound will be dynamically modulated based on the rotation speed of the wheels and the number of wheels touching the ground in a given moment. Also, the sound will be changed when the character is in air. Then, I'll implement events when the skateboard wheels touch down the surfaces a...
2021-10-10 04:22:59 +0000 UTC
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Here is a preview of newly added skatepark level to the skateboarding system I have implemented in unreal engine. This also includes the dynamic sounds effects update as well. Which automatically plays sounds as the wheels set on ground, fly up and also changes the wheel sound effect according to the speed of the skateboard. The skatepark asset includes half pipes, quarter pipes, mini ramps, spines and all other props you would find in a skatepark and player is able to move on them. Billboard...
2021-10-09 04:24:42 +0000 UTC
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This is the 2nd part of unreal engine helicopter flying system I am working on. Here I am going to work on how to get in and get out from the helicopter. At the end of this episode, player character will be able to walk to the helicopter and get in by pressing E. after that, player control will be passed onto the helicopter and player will be able to start the engine and fly the helicopter. Once the helicopter landed on ground, player can get out by pressing E and start walking around as usua...
2021-10-08 04:13:21 +0000 UTC
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This is the 22nd 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 swap items in the quick access menu. in the quick access menu, we can assign one of the items from each category to 4 slots available in the quick access me...
2021-10-07 03:54:30 +0000 UTC
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In this unreal engine tutorial, we are going to implement a helicopter flying system from scratch. Here, these are the steps I am going to take in the implementation process
- Setup the helicopter as a pawn blueprint which can be controlled by the player.
- Setup the animation blueprint which allow us to dynamically change the rotation speed of main blades and the rear blades.
- Implement the helicopter engine sound and fan sounds as...
2021-10-04 07:17:55 +0000 UTC
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Project Files : https://www.patreon.com/posts/56301561 . In this episode of unreal engine third person shooter series, we are going to work on a hold breath mechanism when we look through the sniper scope. Usually, when we look through the sniper, we see a swaying or a wobble effect that represent the movements of hand and breathing. This adds a layer of realism to the sniper mechanism. But this makes h...
2021-10-03 05:50:34 +0000 UTC
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In this episode of unreal engine third person shooter series, we are going to add some post process effects to the bullet camera dynamically. I am going to add a depth of field, a chromatic aberration and a vignette effect dynamically when we switch to the sniper bullet camera. After bullet camera is over and switched back to normal player camera, these effects will be removed.
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project files : https...
2021-10-02 04:37:53 +0000 UTC
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This is the 21st 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 add a hand IK system to improve the object collecting or pickup animation. By doing this, we would be able to move the hand to the exact position of the object to be picked u...
2021-10-01 03:46:49 +0000 UTC
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This is the 20th 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 improve the object collecting mechanism. Earlier, when we press collect button when character is near a collectible object, character just play the pickup animation. Today...
2021-09-30 16:40:26 +0000 UTC
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Today, I am going to do a breakdown of an actual game level. I am going to open one of the actual game levels and explain how we have organized the game level into different sections and how each element works together. For example, 1. Sublevel structure & streaming How we have broken the game level into different section and why we have done so. Different mechanisms to load/unload different sections. 2. How to introduce game mechanisms in an organic manner. 3. How...
2021-09-28 09:47:45 +0000 UTC
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Hello everyone, So, the game I worked on for the last couple of years out now in Steam. Hope you will enjoy it. :-)
https://store.steampowered.com/app/1448610/NERO/
- #CodeLikeMe
2021-09-26 18:44:52 +0000 UTC
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This is the 17th 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. Previously we worked on a way to select and equip items from inventory using the quick access menu we implemented. Today, we are going to implement a way to consume the items taken out from the inventory....
2021-09-22 07:38:36 +0000 UTC
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Project Files : https://www.patreon.com/posts/56301561 . In this episode of unreal engine third person shooter series, we are going to add some dynamics to the bullet camera. As the bullet fly from nozzle to the target, the camera will follow the bullet with changing angles, and move closer to the bullet, move further away from the bullet. These dynamics in the camera will improve the dramatic effect of...
2021-09-19 05:46:03 +0000 UTC
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2021-09-18 06:57:09 +0000 UTC
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Project Files : https://www.patreon.com/posts/56301561 . In this episode of unreal engine third person shooter series, we are going to create a special bullet trail effect using niagara effects system from scratch. Even though having a smokey trail is not very realistic behavior, it looks cool in the bullet camera we have implemented. As we see the bullet fly towards the target in slow motion, a visible...
2021-09-18 06:57:04 +0000 UTC
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Project Files : https://www.patreon.com/posts/56301561 . In this episode of unreal engine third person shooter series, we are going to see how to get the exact aiming location given by the middle of the reticle/ sniper scope when we have a camera shake. Previously we used the camera location and forward vector calculated based on control rotation to calculate the point in world space to get aiming locat...
2021-09-18 06:56:17 +0000 UTC
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This is the 17th 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. Previously we worked on a way to select and equip items from inventory using the quick access menu we implemented. Today, we are going to implement a way to consume the items taken out from the inventory....
2021-09-17 04:39:24 +0000 UTC
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project files
2021-09-16 04:50:27 +0000 UTC
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Project files : https://www.patreon.com/posts/56219611
In this episode of unreal engine third person shooter series, I am going to implement a bullet camera system for sniper. When the player takes a headshot using sniper, the time will be slowed down and camera will fly along with the bullet until it hits the enemy. This effect can be used to increase the dramatic look of a headshot and gives a sense o...
2021-09-16 04:50:04 +0000 UTC
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This is the 15th 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. Previously we worked on a radial style quick access menu. Today, we are looking onto how to change the details shown in the quick access menu interface based on the item selected by the player. For exampl...
2021-09-13 08:37:13 +0000 UTC
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In this episode of unreal engine third person shooter series, I am going to implement wobble and shake effects for sniper rifle. When we zoom and look through the scope of a sniper, realistically a tiny movement in hands would result a significant movement in the view we see. To mimic this behavior, I am going to add a wobble effect that moves the view up and down when we look though the sniper scope with a looping camera shake effect. Also, when we shoot while looking throug...
2021-09-12 07:11:18 +0000 UTC
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Project files : https://www.patreon.com/posts/56025613
In this episode of unreal engine third person shooter series, I am going to implement a way to detect headshots when we shoot an enemy NPC character. A headshot will instantly kill an enemy while shooting on other parts will take a couple of shots to kill. Moreover, we will implement a way to customize the amount of damage caused by each weapon. So ...
2021-09-11 05:37:04 +0000 UTC
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project files : https://www.patreon.com/posts/63654325
2021-09-10 07:25:34 +0000 UTC
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Project Files : https://www.patreon.com/posts/55987675 .
In this episode of 100th episode of unreal engine third person shooter series, I am going to implement a zoom in and out effect for the sniper scope. We will be using mouse wheel for that and using the mouse wheel, player will be able to adjust the zoom amount. This will be handled by adjusting the field of view of the player camera wh...
2021-09-10 07:25:29 +0000 UTC
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project files : https://www.patreon.com/posts/63654325
2021-09-09 07:12:04 +0000 UTC
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