Today in the spider pawn series, we are going to continue with the on wall movement system. as of the previous version, spider bot can move on any surface. but when the angle between the current surface and the next surface is larger than 180 degrees, it had troubles identifying next surface. As a result, it was not able to climb up a ledge even though it can move on a ceiling. Today, we are going to address that issue.
*** the sphere robot character will not be included in the p...
2021-05-04 18:26:13 +0000 UTC
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Today in the spider pawn series, we are going to implement movement ability on surfaces with any angle. So, the spider character will be able to move on vertical surfaces, ceilings or anywhere. Here we will use multiple line traces to determine the position the character has to move next and the angle/rotation character needs to have in order to properly align with the surface character moving on.
*** the sphere robot character will not be included in the project file. only the bl...
2021-05-03 19:12:56 +0000 UTC
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In the last episode of the unreal engine survival tutorial series, we implemented display options with ability to change screen resolution, window mode and frame rate limit. Today, we are going to work on, 1. How to detect un applied changes of display settings and show a requester window to confirm the player want to ignore or apply the changed settings 2. Reset to default option for display options 3. Load previous display settings
password=codelikeme_options
2021-05-02 18:26:14 +0000 UTC
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Today, I am going to show you how to preview the path of the player in unreal engine top down template. As the player hover the cursor over the game world, a preview of the path that player character will take if player click on that place, will be drawn on the game world. This will allow player to make more informed decision as he can understand the path before actually moving the character. The same method can be used for any other type of a game and also for NPC characters such as en...
2021-05-01 19:18:45 +0000 UTC
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In the last part of the flying car tutorial series, we implemented a way to walk to a car and enter it and start driving. Today, we are going to implement getting out of the car part. when the character get out of the car, the third person character will be possessed by the player controller and control will be transferred to the player, so, player can walk around with the character again. The camera also will be smoothly transferred to the usual third character person camera. So, with ...
2021-04-29 17:36:56 +0000 UTC
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Today, we are going to start implementing a color picker widget in unreal engine. This color picker will be able to use for character skin color modification, weapon color modification or any other color selection requirement. Here, we will have a color selection area which has all the variations of the colors similar to the engine color picker window and 2 sliders which can be used to change hue and value levels. First, we will implement a material for the color selection area with a HSV to ...
2021-04-27 18:31:30 +0000 UTC
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the last episode of the unreal engine survival tutorial series, we implemented the UI widgets required for display options panel. Today, we are going to see how to actually apply those applied changes to the game. These changes will include, 1. how to change the resolution of the game in runtime 2. how to change the window mode in runtime 3. How to apply a frame rate limit or make it unlimited. All the settings will be implemented in the options menu widget using blueprints.  ...
2021-04-26 19:16:21 +0000 UTC
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Today, we are going to implement a spider bot character in unreal engine. Here we will be looking into how to setup the spider character using pawn blueprint as the parent class in unreal engine. We will work on how to add movement inputs and how to setup basic movement animations for this character. Later on in this series, I hope to implement crawling on vertical and any other angled walls for this character.
*** the sphere robot character will not be included in th...
2021-04-23 18:14:14 +0000 UTC
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In this episode of the unreal engine survival tutorial series, I am going to implement display options section. Here, screen resolutions, window mode and fps limit options will be available for the player to customize. We will look into how to get the supported screen resolutions and how to initialize the options with currently applied values for each of these options.
[Edit]
use the project files in this release : 2021-04-21 20:23:18 +0000 UTC
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In the last part of the flying car tutorial series, we implemented a bladerunner/cyberpunk style flying car in unreal engine. Now we can use this car to fly around the game world. The car model will be inspired from K's Blade Runner Spinner. Today, we are going to implement getting into car part. When we start playing the game, player will be controlling a third person character which walks in the world. player will be able to run to the door of the car and get in and drive away the fly...
2021-04-19 18:24:42 +0000 UTC
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30000 Subscribers to my humble channel.
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2021-04-19 05:16:11 +0000 UTC
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This is a tutorial on how to use the niagara footsteps particles and sounds pack distributed in unreal engine marketplace in the following link. https://www.unrealengine.com/marketplace/en-US/product/niagara-foot-step-effect Here you will get 12 different footstep particle effects and sounds that are suitable for each surface type. The surface types ar...
2021-04-17 19:07:26 +0000 UTC
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In this tutorial, I am going to implement a bladerunner/cyberpunk style flying car in unreal engine. We can use this car to fly around the game world. In the first episode, I will implement the car using pawn class as the parent class and add the car mesh and work on movement and turning inputs to support flying around the world. The car model will be inspired from K's Blade Runner Spinner.
password=codelikeme_air
2021-04-15 18:43:37 +0000 UTC
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In this episode of unreal engine multiplayer first person shooter series, I am going to get started with implementing a portal jump system similar to destiny game. Basically, when player jumps into a portal, he will be moving through the defined path of the portal and ejected from the other side of the portal. In the part 1, I am going to setup the portal blueprint, with a spline mesh component that defines the movement path of the portal and 2 doors.
password=codelikeme_pjump
2021-04-12 21:31:00 +0000 UTC
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Last time in the unreal engine survival tutorial series, I implemented a system to apply various graphic settings. But all those settings can have low, medium, high, epic settings. V sync is something we can just enable or disable with a checkbox. No need to have 4 states as in previous settings. Today, I am going to implement an option line which supports enable/disable checkbox style and how to apply the selected setting.
[Edit]
use the project files...
2021-04-06 17:41:38 +0000 UTC
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Last time in the unreal engine survival tutorial series, I implemented a UI for graphic options. Today, I am going to show you how to actually apply the graphic settings based on the selected values in UI. In the UI, we can select Low, Medium, High and Epic for each setting (anti aliasing quality, shadow quality, foliage quality, texture quality, post process quality and view distance quality) and the selected value will be applied when the apply button is pressed after changing the values an...
2021-04-05 19:13:43 +0000 UTC
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In this episode of unreal engine survival tutorial series, I am going to implement the UI for the graphics options panel. Here we will have the usual graphics options such as overall quality, anti aliasing, post processing, texture quality..etc and we will be able to select 4 settings as Low, Medium, High and Epic. Today, I am only focusing on the UI part and later on I will implement actual implementation on how to apply these selected settings for each graphics feature..
[Edit...
2021-04-03 18:40:49 +0000 UTC
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In this episode of unreal engine survival tutorial series, I am going to get started with options menu. First, when we go to the options menu, there will be 4 buttons to select graphics, audio, display and gameplay options. When one of the buttons is clicked, the relevant settings will appear in the right side of the screen. When the back button is pressed, the options menu will be closed and redirected to the main menu. We will setup the basic layout and navigation on this session and ...
2021-04-01 19:01:25 +0000 UTC
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In this tutorial, I am going to add blood trails and blood squirting effects to the character decapitation and dismemberment system I have worked on previously in the katana combat series. When the sword/katana, cut through the body, a trail of blood will appear behind the sword. In a decapitation, blood will be squirted from the neck of the headless body and the decapitated head. In a dismemberment, blood will be squirted from the cut location. Also, when the blood drops on the ground,...
2021-03-30 18:31:23 +0000 UTC
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In this episode of unreal engine hand to hand combat series, I am going to implement a hit reaction system which reacts according to the point the character get hit. This part is continued from the last episode where we implemented different types of punches (lead jab, punch, uppercut) and kicks (front kick, leg sweep, regular kick ) based on multiple key input actions. So, according to the attack performed by the attacker, a different reaction animation will be played on the victim character...
2021-03-29 18:21:46 +0000 UTC
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In this unreal engine tutorial, I am going to show you how to implement inputs with key combinations. In this example combat system, there are 3 types of punches and 3 types of Kicks. The punches are regular punch, upper cut and a lead jab. When player press just the punch key, regular punch will be performed. When punch key + Up arrow is pressed, an uppercut is performed. When punch + down arrow is pressed, a lead jab is performed. Similarly, three types of kicks will be performed based on k...
2021-03-28 18:41:51 +0000 UTC
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Today, I am going to implement a third person VR aiming system similar to aiming system in edge of nowhere VR game. Player will see the character as in a third person game through the VR HMD and when shooting, character will look and aim at the point in the world pointed by the direction looking through the VR headset.
password=codelikeme_VR
2021-03-26 18:32:34 +0000 UTC
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In this episode of unreal engine survival tutorial series, I am going to implement a new game and continue game functions for the main menu of the game. If player press continue game, the game will be started from the last save. If player press new game, the saved progress of the game will be deleted and game will start from the very beginning.
password=codelikeme_newgame
2021-03-25 18:34:50 +0000 UTC
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In this episode of unreal engine survival tutorial series, I am going to implement a requester dialog box to confirm the players choice. Here I will be using this to confirm "Do you really want to quit the game?" when player press exit on the main menu. I will be implementing this dialog box using even dispatchers. For both Yes and No buttons, there will be 2 event dispatchers and we can dynamically bind events that defines what should happen when we press those buttons. Here I will bind the ...
2021-03-24 18:05:09 +0000 UTC
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Project Files : https://www.patreon.com/posts/49138489 In this episode of my unreal engine third person shooter series, I am going to add a reloading animation to the reloading process of the gun. When the character run out of loaded ammo in the weapon, if the character has extra ammo, he will reload the gun before firing again with a reload animation. The change in total ammo count and the loaded ammo count in the...
2021-03-24 10:23:44 +0000 UTC
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here is the updated project of the TPS series as of the episode 73 which contains reloading.
2021-03-24 10:22:47 +0000 UTC
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In this episode of unreal engine survival tutorial series, I am going to implement a retry screen or a game over screen widget. This will appear when the character dies in the game. There will be 2 buttons as Retry and MainMenu. Retry button will reload the game from the last checkpoint and the MainMenu button will direct the game to the main menu. When the retry menu is loaded, the game will be blurred and paused. Then the input mode is changed to UI and mouse cursor appears..
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2021-03-22 19:25:08 +0000 UTC
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This fire propagation system allows you to use a Flamethrower fire and burn grasses and trees. Fire can spread realistically across grasses and trees. Trees can also catch fire from burning grasses and adjacent trees in contact with them. Fire can spread only to the grass areas and trees, not to soil areas on the landscape. Burnt surfaces will be visible throughout the gameplay once grasses or trees are burnt. The burnt surfaces on grassland and tree leaves make use of Runtime Virtual Texture...
2021-03-22 18:30:00 +0000 UTC
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In the unreal engine survival series, we worked have already implemented swimming and diving mechanisms. As for now, player can dive underwater without any time limit. Player can stay under water as long as player want, today, I'm going to add a oxygen management system so that once character goes underwater, the level of oxygen will start to deplete and in order to fill it back, the character has to come to the surface. To represent the oxygen level, we will add a simple progress bar that fi...
2021-03-18 18:19:28 +0000 UTC
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Project Files : https://www.patreon.com/posts/48455202
In this episode of my unreal engine third person shooter series, I am going to show you how to fade away the debris created by exploding and destructing explosive objects into pieces. When the explosive object is destructed into pieces, there will be debris that simulate physics and we can't keep them in the level forever as they could be a pr...
2021-03-16 17:49:02 +0000 UTC
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