This is the 5th part of unreal engine 5 bicycle riding system with full body IK character tutorial series. Here I am going to implement reverse and stop state animations for the character. When the character stop the bicycle, he should place one foot on the ground to maintain the balance. And When reversing, the character should push the bike backward with foot. We have already used a full body Ik control rig for bicycle riding, today, let's see how to blend animations for these states in a s...
2021-07-31 04:42:10 +0000 UTC
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This is the 8th 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. So far we have worked on inventory system and how to pickup objects in gameworld. Today, we are going to implement a way to hightlight the interactable, collectible objects as the player go near them so pl...
2021-07-29 08:40:23 +0000 UTC
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This is the 6th 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 way to collect artifacts in the world to an inventory and how to show up them when player open the inventory. Today, we are going to implement another type of collecti...
2021-07-28 10:15:04 +0000 UTC
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Today, we are going to integrate the menu system we have worked on in unreal survival series to a standalone unreal third person template. So that it will be easier for anyone who wants to use this menu system to integrate into their projects. The menu system contains,
- main menu
- game menu (new game, continue)
- gameplay options
- display options
- audio options
- video options
- graphics op...
2021-07-27 10:40:16 +0000 UTC
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Project Files : https://www.patreon.com/posts/54011793 .
In this episode of unreal engine third person shooter series, the main focus is how to define the range of the explosion of the rocket launcher. Here, on the location where the rpg grenade hit, there will be an explosion and not just the object that is hit by the grenade, but also the objects around the explosion should be affected. We have ...
2021-07-27 04:51:11 +0000 UTC
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In this episode of the unreal engine survival series, I am going to change the menu system to load the main menu in a separate level. So, there will be 2 levels for game and for main menu. Previously we only had 1 level which has the game as well and when we start the game, we show the mainmenu and from there we can either continue or start new game. But in that setup we have few complications regarding save/load system and some other issues. So, I decided to implement the main menu in a sepa...
2021-07-26 09:58:18 +0000 UTC
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Project Files : https://www.patreon.com/posts/54011793 .In this episode of unreal engine third person shooter series, I am going to continue with the RPG or rocket launcher. Here we are going to focus on the reload animation and how the rocket launcher is attached to the back of the character. Generally, the rocket launcher is a bit bigger weapon and when it is attached to the back of the characte...
2021-07-24 03:30:34 +0000 UTC
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Project Files : https://www.patreon.com/posts/54011793 .
In this episode of unreal engine third person shooter series, I am going to continue with the RPG or rocket launcher. Here we are going to implement the RPG grenade or the rocket part. When we fire the rpg, the grenade or the bullet part of the rpg should be detached from the weapon and move towards the aimed direction. Then at the pla...
2021-07-24 03:07:03 +0000 UTC
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Project Files : https://www.patreon.com/posts/54011793 .
In this episode of unreal engine third person shooter series, I am going to start implementing an RPG or a rocket launcher. RPG will be considered as a special weapon and the player character can carry upto 3 weapons. One from each category (primary- rifles, secondary - handguns, special - rpg, sniper, crossbow..). I have divided the implementatio...
2021-07-23 05:12:54 +0000 UTC
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This project release contains the project as of episode 85 of unreal engine third person shooter series.
password=codelikeme_rpg
2021-07-23 05:08:41 +0000 UTC
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Project Files : https://www.patreon.com/posts/53938181In this episode of my unreal engine third person shooter series, I am going to implement a functioning glock pistol into the system. The pistol will be implemented as a child blueprint inherited from the bp_gun so player can equip it and start shooting right away. By customizing the variables in the blueprint we can change the magazine size, reload animations,...
2021-07-21 10:12:08 +0000 UTC
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Project Files : https://www.patreon.com/posts/53938181
In this episode of my unreal engine third person shooter series, I am going to implement a functioning glock pistol into the system. The pistol will be implemented as a child blueprint inherited from the bp_gun so player can equip it and start shooting right away. By customizing the variables in the blueprint we can change the magazine size, r...
2021-07-21 09:39:46 +0000 UTC
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This is the 5th 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 an inventory widget. Today, we are going to connect it to the existing gameplay mechanism where we can inspect and collect the artifacts such as figurines, wearabl...
2021-07-20 09:06:14 +0000 UTC
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In this episode of my unreal engine third person shooter series, I am going to continue with the weapon swapping system. Last time we implemented a way to popup a notification when player move closer to a weapon dropped in the world. Today, we will be working onhow to actually swap that weapon with the weapon we already have in the same category. That means, i am going to define 3 weapon categories, primary (AK, m16... automatic rifles) and secondary (revolver, pistol.. handguns) and special ...
2021-07-19 17:52:06 +0000 UTC
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In this episode of my unreal engine third person shooter series, I am going to get started with a weapon swap mechanism. When the player go near a weapon which is not currently picked up by any character, the player will get a notification something like "Press E to Pick Up Weapon". In this episode, we will look into how to setup such a notification system. After that, we will be looking into actual weapon swapping mechanism. For the notification widget, I will be using the same widget ...
2021-07-15 18:19:22 +0000 UTC
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This is the 4th 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, I am going to implement an inventory widget that I am planning to integrate with the inventory system of this game. In the inventory, there will be mainly 2 categories, survival items and ...
2021-07-14 07:57:38 +0000 UTC
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In this episode of my unreal engine third person shooter series, I am going to implement a M16 rifle that can be equipped by the player and NPC characters. This will also include the reload, shoot animations for the gun skeletal mesh and character mesh. As we are implementing the gun by extending the parent gun blueprint, character will have no problem of communicating with the gun blueprint and it will inherit all the properties of the gun. Also, we have already implemented variables to cont...
2021-07-13 10:02:07 +0000 UTC
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Previously I worked on a object pull and push mechanism in this video : https://youtu.be/70FUKu2UwjA Today, I am going to add a niagara beam effect that represent the force that goes from characters hand to the object character is pulling through magical force. The connection from hand to the object will be established from sort of like a lightning/electric particle beam effect that starts from the characters hand and ...
2021-07-12 09:37:50 +0000 UTC
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In this episode of unreal engine multiplayer first person shooter series we are going to continue with the turrets system. Today, we are going to implement a laser beam effect for the turret using Niagara effects system in unreal engine. Previously we used a static mesh cube component with a red material as the laser beam and the problem with that approach was it penetrated the walls and other objects in the scene. With niagara laser beam effect, we would be able to change the beam end locati...
2021-07-11 15:08:25 +0000 UTC
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In this episode of unreal engine multiplayer first person shooter series we are going to continue with the turrets system. Last time we looked into how to setup the animation blueprint to support rotating to the direction for the target to allow shooting any direction the turret wants. Now we are going to see how to detect the enemy characters, follow them as they move around and shoot them. When an enemy character is detected, the turret will continue to turn towards them and shoo...
2021-07-10 10:01:25 +0000 UTC
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In this episode of unreal engine multiplayer first person shooter series we are going to implement a turret. The turret will be scanning through a range that we define and if the player is detected, it will start shooting at the player. In this part, we will be setting up the turret blueprint and turret animation blueprint to allow it to rotate and point the gun any direction it needs. After that in the next episode we will look into how to actually shoot and do damage to the player.
pa...
2021-07-09 16:57:44 +0000 UTC
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In this episode of my unreal engine third person shooter series, I am going to implement weapon switching. Here, according to the given input player will switch from primary weapon to secondary weapon and vice versa. As the character switch from one weapon to another, the HUD will be changed to match the current gun in hand and the animations will also changed to match the gun. For the sidearm, there will be a socket near the right upper thigh in character body and for the rifle, there will b...
2021-07-08 12:54:42 +0000 UTC
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This is the third episode of unreal engine beat'em up tutorial series I am doing. Here, we are going to work on how to do execution moves. Here, when the characters are grappling each other, if player hold the kick input for more that 1 second and release, the character will perform a knee kick execution on the opponent. If player just tap the kick input, it will be a regular kick. Similarly, if player press and hold the punch key for more than one second and release, character wi...
2021-07-07 12:03:22 +0000 UTC
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This is the third 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, I am going to implement a focus mode. When the focus button is clicked, the world will be grayed out/ darkened and the important objects that are relevant to the gameplay such as interac...
2021-07-06 09:40:58 +0000 UTC
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This is the 6th episode of the tutorial series I am doing on "Legend Of Zelda - Breath of the Wild" like climbing system in unreal engine. So far, the character can move on a wall in any direction. Today we are going to look into how to detect a ledge as the character climbs up on a wall. If there is a ledge, character should climb up and stand up on the ledge and should be able to walk as usual. Here, as the character move up the ledge, the movement mode also needs to be changed to normal wa...
2021-07-05 09:45:13 +0000 UTC
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This is the second 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, I am going to implement an object inspection system. When player go near some inspect able/interactable object, he will get a pop up tip saying "Press E to Inspect". When player press E...
2021-07-02 07:30:09 +0000 UTC
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In this episode of my unreal engine third person shooter series, I am going to add a revolver to the system. Revolver blueprint will be created by extending a child class from base gun blueprint and it will already have the properties inherited from the parent such as shell size, shoot sound, muzzle flash, damaging, hit effects,.. etc and we only have to customize the required variable to match the revolver. Also, here we will research on the possibility of adding some IK based modifications ...
2021-07-01 06:40:25 +0000 UTC
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This is the 5th episode of the tutorial series I am doing on "Legend Of Zelda - Breath of the Wild" like climbing system in unreal engine. So far, the character can climb on any type of a wall ass long as it is generally vertical. Today, I am going to test the system on angled wall and modify it to properly align the body to adjust and climb on angled surfaces. Also, if player continue to give a downward movement input after the bottom of the wall is reached, we will make the character jump d...
2021-06-29 07:27:01 +0000 UTC
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This is the first 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 first episode, I want to establish the major components and communication structure we need for this type of the game as we need to continuously show the tips, choices, hints in a game like this. ...
2021-06-27 08:52:09 +0000 UTC
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This is the 3rd episode of the tutorial series I am doing on "Legend Of Zelda - Breath of the Wild" like climbing system in unreal engine. In the last episode, we worked on how to apply horizontal movement input to the character when the character is hanging on a wall. Today, we are going to see how to do the same for vertical movement. We are going to refactor the same function we used to determine the horizontal movement and use it for vertical movement on wall.
password=co...
2021-06-25 09:40:35 +0000 UTC
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