Project files : https://www.patreon.com/posts/55947235
Welcome to the 100th episode of unreal engine third person shooter series, I am going to implement a sniper rifle. Here, we will be focusing on how to implement the gun and we will get the shooting, damaging mechanisms from parent bp_gun class. Here, we will specifically focus on how to implement the scope of sniper and how we see through that. The target...
2021-09-09 07:11:57 +0000 UTC
View Post
Here is the latest project update of unreal adventure series
password=CLM_AdvUpdate
project files download : https://arimac-my.sharepoint.com/:f:/g/personal/thilina_arimaclanka_com1/EtvP-x8yfdJIhBL2iwok0VoB6UkPJ9eta_PT4wlPzTUN1g?e=TtOpmt
2021-09-07 04:52:03 +0000 UTC
View Post
Project Files : https://www.patreon.com/posts/54544921 .
In this episode of unreal engine third person shooter series, I am going to implement burning enemies with the flamethrower. When we fire the flamethrower at enemies for a couple of seconds, there character mesh will set on fire and they will start playing an agonizing animation. Flames will emit from the character mesh and after a while th...
2021-09-06 08:30:02 +0000 UTC
View Post
Today, we are going to implement a niagara character disintegration effect in unreal engine where the character is disintegrated and blown away into snow in wind. Here, we will implement a niagara particle effect which spawn snow particles from the character mesh and they will be blown in wind. Then we will create a material for the character mesh which can display the disintegrate and fade the character from top to bottom. We will put together these two to create the blown away effect.
2021-09-05 05:22:44 +0000 UTC
View Post
Project Files : https://www.patreon.com/posts/54544921 .
Previously, we implemented a flamethrower weapon and a niagara flamethrower particle effect in unreal engine third person shooter series. Today, we are going to implement a scorch mark decal later I will be used for the flamethrower scorch/burn marks flamethrower particle effect :
2021-09-03 11:26:44 +0000 UTC
View Post
Project Files : https://www.patreon.com/posts/54544921 . Previously, we implemented a flamethrower particle effect using unreal niagara particle system for the flamethrower weapon we are working on. Today, we are going to do some modifications as for how does the particles bounce and destroyed once they hit a collider. Basically, the flames will be bounced back and the lifetime of them will be fast forw...
2021-09-02 18:32:01 +0000 UTC
View Post
Project Files : https://www.patreon.com/posts/54544921 . Today, I am going to implement a character mesh burning effect using niagara fx system in unreal engine. This effect is planned to use with the flamethrower weapon I am implementing in unreal third person shooter series. Here, we will be implementing a niagara effect and a special burning material to be used with the character skeletal mesh to use...
2021-08-31 10:49:53 +0000 UTC
View Post
Project Files : https://www.patreon.com/posts/54544921 .
In this episode of unreal engine third person shooter series, I am going to implement a flamethrower. The flamethrower will be implemented using the standard procedure I setup previously in the series by extending a child blueprint of the main BP_Gun blueprint and overriding and modifying necessary parameters and events/functions. Her...
2021-08-28 05:33:21 +0000 UTC
View Post
Project Files : https://www.patreon.com/posts/54544921 .
Today, I am going to implement a flamethrower effect from scratch using niagara fx system in unreal engine. Later on this effect will be integrated to the flamethrower weapon we are going to implement in the third person shooter project. Here we will create a custom material to render the fire sprites which supports color change over the age of th...
2021-08-27 08:31:40 +0000 UTC
View Post
Project Files : https://www.patreon.com/posts/54544921
In this episode of unreal engine third person shooter series, I am going to add crossbow to the system. Here we will implement the crossbow as a child class of bp_gun and will look into what we need to change in order to mimic the behavior of a crossbow from a regular gun. So far we have integrated following weapons to the system. - M16 ...
2021-08-26 09:02:03 +0000 UTC
View Post
Project Files : https://www.patreon.com/posts/54544921
In this episode of unreal engine third person shooter series, I am going to fix some of the bugs related to various mechanisms we have implemented here. Mainly there were some issues in aim adjustment and reload animations. These bugs and issues will be addressed here. So far, we have included following guns into the system. - M16 - AK4...
2021-08-25 10:03:46 +0000 UTC
View Post
Project Files : https://www.patreon.com/posts/54544921 .
Here is a preview of UZI implemented in unreal engine 4. UZI is an open bolt blowback operated submachine gun. This has been added to the unreal third person shooter template I am working on. I am not going to show the integration process as I have already shown how to add a new weapon to the existing guns system I have already implemented. The pr...
2021-08-24 08:40:32 +0000 UTC
View Post
Project Files : https://www.patreon.com/posts/54544921
. Here is a preview of M1870 bolt action rifle (M1870 Italian Vetterli) implemented in unreal engine 4. The M1870 is a single-shot bolt action rifle. This has been added to the unreal third person shooter template I am working on. I am not going to show the integration process as I have already shown how to add a new weapon to the existing guns syst...
2021-08-23 17:00:54 +0000 UTC
View Post
Project Files : https://www.patreon.com/posts/54544921 in this episode of unreal engine third person shooter series, I am going to implement a mechanism to adjust the aim offset dynamically to align the gun properly with the target point right under the reticle in game world. As we have integrated multiple weapons to the system, and since we are using the same aim offset for all the guns, we ran into some alignment...
2021-08-22 09:41:58 +0000 UTC
View Post
Here is the project update of unreal adventure series as of episode 13
password=CLM_AdvUpdate
project files download : https://arimac-my.sharepoint.com/:f:/g/personal/thilina_arimaclanka_com1/EtvP-x8yfdJIhBL2iwok0VoB6UkPJ9eta_PT4wlPzTUN1g?e=TtOpmt
2021-08-21 16:19:53 +0000 UTC
View Post
In the current release of unreal engine 5 chaos vehicle system, there is a bug that prevent the vehicle moving. This usually happens, if player didn't give a movement input for some time. As I understand, what happens here is, the physics simulations sleeps when there is no movement of the vehicle and fails to wake up physics rigid bodies automatically when try to apply throttle later. So, we have to manually wake the rigid bodies of the chaos physics vehicle to get it move again. I'm gonna s...
2021-08-19 08:53:20 +0000 UTC
View Post
This is the 10th 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. We have already implemented an inventory system in this series and today we are going to integrate key binding to the UI buttons. So that we would be able to navigate the UI and perform tasks in the UI wi...
2021-08-18 04:57:05 +0000 UTC
View Post
Today, I am going to integrate the rootmotion based locomotion system we have implemented in this series to an unreal metahuman character. Here, we will be creating a modular metahuman character with multiple skeletal mesh components and we will retarget the animation blueprint and all the animations to the meta human skeleton. So the metahuman character will have all the movement capabilities we have already implemented including - crouch, walk, run, sprint - turn in place ...
2021-08-16 07:32:02 +0000 UTC
View Post
Today, I am going to implement a simple quiz game in unreal engine. So, this would be able to use for any type of a quiz or trivia style game where player has to select one of the answers from available multiple choices. When an answer is selected, the next button will be activated and player can go to the next question. When all the questions are completed, the final score will be displayed and there will be an option to restart the game. Here, I will implement a custom data type that ...
2021-08-15 04:46:04 +0000 UTC
View Post
Today, we are going to continue with implementing keyboard/controller navigation of the menu system we have implemented in unreal engine. Last time we worked on simpler menu widgets such as main menu with buttons and implemented keyboard navigation. Today. we are going to look into more complicated menu pages such as graphics settings and other options pages where player has to set configurations, enable disable items and move sliders etc. We will see how to implement support for keyboard or ...
2021-08-13 09:29:13 +0000 UTC
View Post
This is the 9th 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. We have already implemented an inventory system in this series and today we are going to restructure in to only occupy half of the screen when we open it. (Influenced from the menu in last of us). And also...
2021-08-12 07:20:56 +0000 UTC
View Post
Today, we are going to add keyboard and controller navigation to the menu system we have worked on. After implementing this, player will be able to navigate through the menu and do everything such as changing options, open new game or continue, exit, basically everything in the menu system without touching the mouse and if you are using a controller, can do everything despite not having a mouse. Also, when player clicks somewhere else with mouse and loses focus on a UI element, usually ...
2021-08-10 04:27:02 +0000 UTC
View Post
Today, I am going to update the rootmotion based locomotion system I have implemented in unreal engine 4, to unreal engine 5. In this project, I have implemented a locomotion system that purely work exclusively using rootmotion enabled animations. The movement system includes walking, crouching and sprinting along with turn, turn inplace movement to stop, jump and landing animations . So, all the movements of the characters are driven by the animation and by doing this we can achie...
2021-08-08 07:14:19 +0000 UTC
View Post
In this tutorial, I am going to walk through the process of setting up a playstation controller to work with unreal editor. For this project, I am using a ps4 dual shock controller. Here we will setup the basic axis inputs for movement and camera controls. For movement, I will use the usual left thumbstick and for camera, i will use right thumbstick. And for the jump, X button will be configured.
password=codelikeme_ps4
2021-08-07 08:23:13 +0000 UTC
View Post
Project Files : https://www.patreon.com/posts/54544921
In this episode of unreal engine third person shooter series, I am going to implement a light machine gun or an LMG. To be specific I will be using a M249 style light machine gun model. The gun will have 200 rounds and the blueprint is designed to be able to customize the number of rounds and the rounds per second as you needed by tweaking exposed v...
2021-08-06 04:31:07 +0000 UTC
View Post
project files : patreon.com/posts/63654325
2021-08-05 07:58:07 +0000 UTC
View Post
Project Files : https://www.patreon.com/posts/54011793 . In this episode of unreal engine third person shooter series, I am going to implement a shotgun. To be specific I will be using a Mossberg style pump action shotgun. The gun will have 6 rounds and when player shoot once, the character will do the pump action by pushing and puling the slide. All the gun animations and relevant character animations (reloa...
2021-08-05 07:28:23 +0000 UTC
View Post
This is the 7th part of unreal engine 5 bicycle riding system with full body IK character tutorial series. Here I am going to rework on the riders idle animation when the bicycle stopped. Previously, when the bicycle is stopped, I played a separate animation, but that approach had some issues because such as hands doesn't move with the handle if player give a movement input. So, to avoid that, I am going to implement the idle state as well using the control rig. So, when the bicycle is stoppe...
2021-08-03 15:35:30 +0000 UTC
View Post
This is the 6th part of unreal engine 5 bicycle riding system with full body IK character tutorial series. Here I am going to implement a way to define a max forward speed and a max reverse speed. We will define 2 variables in the bicycle blueprint for max forward and max reverse speeds and implement a way to clamp the speed in the range of those values on top of existing chaos vehicle system that we have used to implement the bicycle riding. Unlike another vehicle, in the bicycle we reverse ...
2021-08-02 17:00:39 +0000 UTC
View Post