XaiJu
CodeLikeMe

CodeLikeMe

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Unreal Zelda Climbing System - Part 1 (Horizontal Movement on Wall)

This is the 2nd 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 looked into how to detect a surface in front of a character that the character can hang on using multiple line traces and how to make the character hang on the wall. Today, we are going to work on how the character respond to MoveRight movement input while character is hanging on wall. So, character will be moving to left and right ...

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Unreal Zelda Climbing System - Part 1 (Detect and Grab Wall)

This is the first episode of the tutorial series I am doing on "Legend Of Zelda - Breath of the Wild" like climbing system in unreal engine. Here, we will look into how to detect the wall in front of the player character and hang on the wall when the jump button is pressed. If player press the jump button again while hanging on the wall, character will let go of the wall and fall to the ground. Here, we will be using a separate animation blendspace for on wall movement and we will switch the ...

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Unreal Survival #62 - Pause Menu

In this episode of the unreal engine survival series, we are going to work  on how to pause and un-pause the game. When the game is paused, time will freeze in game and the pause menu will appear. Pause menu will have Resume, Settings, Exit options. We will see how to implement each of these options. also, the settings button will bring up the same options panels that we have already worked on before.

password=codelikeme_paused

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Unreal Third person Shooter #75 - Gun Animations (Reload)

Project Files : https://www.patreon.com/posts/52690549

In this episode of my unreal engine third person shooter series, I am going to implement gun animations. Also I have switched the character model to unreal mannequin so that it would be easier for people who use my project files to integrate with other systems from marketplace. So, regarding the gun animations, I am going to add a reload animation to the ...

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Unreal Third person Shooter #75 - Gun Animations (Reload)

In this episode of my unreal engine third person shooter series, I am going to implement gun animations. Also I have switched the character model to unreal mannequin so that it would be easier for people who use my project files to integrate with other systems from marketplace. So, regarding the gun animations, I am going to add a reload animation to the AK-47 rifle. When the player reload, the magazine will be detached from the gun and another one will be attached. and then the weapon will b...

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Unreal Engine 5 - Control Rig Leg IK Setup [Part 3]

This is the 3rd part of unreal engine 5 - Control Rig Leg IK setup tutorial. So far in this system, we have worked on how to find the proper location that the foot needs to be in order to match the ground or surface underneath the foot. Today, I am going to align the angle of the foot by changing the control rotation that drives the foot rotation in the control rig. So, as you can see in the thumbnail, the characters feet will be rotated to properly match the slope of the surface underneath. ...

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Unreal Beat'em Up #2 - Head Bash

This is the second episode of unreal engine beat'em up tutorial series I am  doing. Here, we are going to work on how to do a head bash on enemy characters. We are going to modify the grappling function in such a way, if player press the grab action button, if there is an enemy nearby, player will grapple the enemy and they will stay in the grappling mode as long as player hold the grab input. Once player release the grapple key, the player character will push away the enemy. If player p...

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Unreal Engine 5 - Bicycle Riding System with Full Body IK [part 4 - Leaning Angle]

This is the 4th part of unreal engine 5 bicycle riding system with full body IK character tutorial series. Here I am going to implement a bicycle riding system based on chaos advanced vehicle system. Bicycle will have a skeletal all mesh with all functioning turning handles, pedals, wheels and everything with a dedicated animation blueprint and the character will be driven by a procedural animation system implemented with a control rig that utilize unreal engine full body IK system. So, the c...

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Authorized Instructor partnership

I am thrilled to announce that I got the Unreal Authorized Instructor partnership for Epic Games today. 

Thanks everyone for following and supporting my journey. Now I have even more reasons to continue what I do and more.

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Unreal Beat'em Up - Grappling Enemies

This is the first episode of unreal engine beat'em up tutorial series I am  doing. Here, we are going to work on how to make the player grapple an enemy character. If player press E near an enemy character, the player will grapple the enemy. Once player grapple an enemy, they will be in the grappled state struggling and if player press E again, the enemy will be pushed back and break the grapple.

password=codelikeme_beatup

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Unreal Drivable Boat

In this episode, I am going to implement a drivable boat that support buoyancy system in the new water feature introduced in unreal engine 4.26. Here, first, i will make a simple island surrounded by sea and the boat will be float on water and if player posses it, player can drive in the sea. Also, there will be a ripple in the back of the boat.  Later on I will be integrating this boat to the unreal survival series I am working on.


password=codelikeme_boat

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Unreal Engine 5 - Bicycle Riding System with Full Body IK

This is the first part of unreal engine 5 bicycle riding system with full body IK character tutorial series. Here I am going to implement a bicycle riding system based on chaos advanced vehicle system. Bicycle will have a skeletal all mesh with all functioning turning handles, pedals, wheels and everything with a dedicated animation blueprint and the character will be driven by a procedural animation system implemented with a control rig that utilize unreal engine full body IK system. So, the...

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Unreal Engine 5 - Control Rig Leg IK Setup [Part 2]

This is the 2nd part of unreal engine 5 - Control Rig Leg IK setup tutorial. Here what we are trying to do is implementing a foot placement system which place both feet on the ground when the ground is un even. The base animation will not match the vertical location of the ground. Here, we are using the unreal engine control rig to achieve this instead of doing IK solving in the animation blueprint as we used to do in earlier unreal versions.

password=codelikeme_control

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Unreal Boss Battle #5 - Attack VFX and Sounds

This is the 5th episode of unreal engine boss battle tutorial series. Here, we are going to add some niagara VFX effects to the boss attacks we have implemented to improve the look of the boss battle system. There will be 3 different niagara vfx particles for 3 attacks.  - Giant sword throw - a niagara effect will be spawned at the point where the sword penetrate the ground that throw some flames and debris.  - Giant sword slam - A niagara effect will be spawned in the place where i...

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Unreal Survival #61 - Reset to Default Controls

In the last episode of unreal engine survival series, we implemented the control customizing widget and today we are going to see how to reset those control changes into the default key bindings. Also, if we try to go back or try to go to a different options page while we have any up applied changes, we will get a popup notification saying "Do you want to apply changed settings?" with Yes, No buttons. And if player press yes, the changes will be applied and if press no, changes will be ignore...

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Unreal Third person Shooter #74 - Shooting Range

In this episode of my unreal engine third person shooter series, I am going to implement a shooting range that can be used as a training or a tutorial section of a game. Here, there will be 3 different types of targets.  1. stationary targets 2. cover/uncover targets 3. moving targets Once these dummy shoot targets hit by a bullet, they will fall on ground.

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Unreal Third person Shooter #74 - Shooting Range [Project Files]

In this episode of my unreal engine third person shooter series, I am going to implement a shooting range that can be used as a training or a tutorial section of a game. Here, there will be 3 different types of targets.  1. stationary targets 2. cover/uncover targets 3. moving targets Once these dummy shoot targets hit by a bullet, they will fall on ground.

password=codelikeme_shoottarget

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Unreal Skateboarding #13 - Grab skateboard and Switch to walking

In this episode of unreal engine skateboarding system, I am going to make the character grab the skateboard and start walking when key "E" is pressed while skateboarding. And again, if player press "E", the character will put drop the skateboard, get on it and start skateboarding. The animations blueprints will be changed accordingly for different movement states(skateboarding and walking) of the character.

password=skateboard_toggle

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Unreal Gliding, Ladders and Ziplines Update

Previously we worked on a zipline system along with procedural ladders and a gliding system in the same project. Today, I am going to add a simple update to the zipline system. Earlier, when player enters a zipline, can't get off of it until reach the end. Today, we are going to implement the ability to let go of the zipline at any point player needs.   Gliding system : https://youtu.be/gKT2IzY38GcZipline sy...

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Unreal Engine 5 - Control Rig Leg IK Setup

Today, we are going to explore another feature comes with unreal engine 5, The control rig. Control Rig is a node-based rigging system, designed to provide riggers and animators with tools to create flexible, dynamic, and procedural characters with artist-friendly interface. In this episode, we are going to look into how to setup two basic IK controllers which can be used to drive a foot placement system for procedural movement animations.

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Unreal Reveal the world around player

Today, I am going to implement a mechanism to reveal the world around the player character in unreal engine. When we start the game, initially nothing will be there and then gradually, player character will appear with a fade in effect and then everything around the player will start revealing to a certain radius around the player. This effect is applicable for any object in the world. We will be able to control in the runtime, how far the world will be revealed from the player and the smooth...

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Unreal Survival #60 - Customizing Controls (Detect conflicts and Applying changes)

In the last episode of unreal engine survival series, we implemented the UI part of the control customization options panel. Today we are going to see how to actually change the key bindings in the runtime and how to apply them so that player can play the game with changed keys. ALso, we are going to determine what if player try to assign a key that is already assigned for another input action. Here, we will un assign the previous key binding and show it as a warning in red and until player a...

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Unreal Survival #59 - Customizing Controls

In this episode of unreal engine survival series, we are going to start working on control customizing options page. First we will implement the UI widget for control customization. This panel will list down all the input actions and input axis settings with action/axis display name and the currently assigned key. We will work upto this point in todays episode and after that, we will look into how to customize those listed controls in the runtime within the game.  Full survival tutorial ...

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Unreal Survival #58 - Invert Mouse Y Axis and Change Sensitivity

In this episode of unreal engine survival series, we are going to see how to change the mouse settings such as Invert mouse Y axis and the sensitivity of the mouse as we change those options in gameplay options panel. So far in gameplay options, we have only implemented how does the UI works and how to save/load those settings in the UI level. Today, we will do the actual integration of those settings into the gameplay.

password=codelikeme_mouse

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Unreal Survival #56 - Gameplay Options UI

In this episode of unreal engine survival series, we are going to implement gamplay options UI widget. This is the list of gameplay options we are going to implement.  

- Difficulty [Easy, Medium, Hard] - Aiming mode [Hold/Toggle]  

- Auto reload [enable/disable] 

- Invert mouse Y axis [enable/disable] 

- Mouse X sensitivity  

- Mouse Y sensitivity 

  In this episode, we will only look into the UI implementation. In u...

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Unreal Multiplayer FPS #23 - Shoot Down Traps

Here is the project file update of shoot down trap system in multiplayer FPS project. This system support replication as well. Tutorial will be available soon

password=codelikeme_shootdowntrap

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Boss battle prototype - WIP 1

Here is a work in progress of a boss battle system I am working on these days. 

password=codelikeme_theBoss

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Unreal Survival #53 - Sound Classes and Sound Mixes

Last time in unreal engine survival series, we implemented audio settings UI/widgets which includes sliders to change volume in different sound classes and other audio related settings such as audio language selection and subtitle settings. Today we are going to create sound classes for each different sound category and create a hierarchy and assign appropriate sound mixes to them. Then, the volume of each sound class will be  able to modify through the volume sliders in audio settings m...

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Unreal Survival #52 - Audio Settings UI

So far in the unreal engine survival series game settings section, we have implemented graphics options and display options. Today we are going to get started with audio options. First we will create a widget with necessary  UI components required for the audio options. These are the list of audio options  - master volume - music volume - sfx volume - voice volume - audio language - subtitle language - subtitle enable/disable option   

Full survival tutorial series :...

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Unreal Skateboarding System Update Demo

Here is a demonstration of updated skateboard system developed in unreal engine. Here i have added some significant changes to the movement mechanics to support more responsive and flexible control system while allowing player to go faster and do crazy high jumps. The tutorial on the changes will be available soon. Also in this version, some skatepark assets like half pipes, quarter pipes, mini ramps, spines also included and player is able to move on them.

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