In this tutorial, I am going to show you how to implement Katana finisher moves in unreal. Implementing finishers moves with complex animations always looks very dramatic. But in order to properly execute these complex moves, both attacker and victim needs to play respective animations in synchronization. Otherwise, it won't look good. So, here i will walk you through the process of implementing these finisher moves and kill the opponent using unreal engine third person character. If you are ...
2021-03-14 17:30:54 +0000 UTC
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In this episode of unreal engine open world series, I am going to continue working on inventory UI widget. Today I am going to rework on the crafting UI. I have already implemented crafting window, but it uses the previous theme. I am going to change it match the new UI design I have today. In our game, we can craft potions such as fire, poison and frost and arrows to be used with the bow. They will consume various resource types we have.
password=codelikeme_crafting
2021-03-11 21:01:00 +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 implement how does the characters react to explosions. When a character is hit by a nearby explosion, it will be thrown away from the explosion and killed by the explosion damage. When throwing away happens, the ragdoll mode for the character mesh will be activated.
2021-03-11 18:33:43 +0000 UTC
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In this unreal engine tutorial, I am going to implement a fire trap. When player triggers the trap, a fire blast will happen and the player character will be set on fire. As the character run around while burning, a burning trail would appear and in a while character will die. The fire bursting particle is from this niagara fire pack : https://www.unrealengine.com/marketplace/...
2021-03-10 19:48:24 +0000 UTC
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In this tutorial I am going to show you how to improve the performance of skeletal meshes of characters by skeletal mesh merge. Usually in modern games, we allow character customization. In order to support this, we have to have different skeletal mesh components that share the same skeleton. By customizing the separate parts such as legs, hands, torso, head, hair etc, we can allow players to customize their characters. But when there are many skeletal mesh parts, the number of draw calls req...
2021-03-09 19:12:41 +0000 UTC
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Project Files : https://www.patreon.com/posts/48455202In this episode of my unreal engine third person shooter series, I am going to continue with explosive barrel system. Today, I will implement a system to propagate explosions. That means, when one of the explosive barrel is exploded, it will damage the nearby explosive objects and they will also explode, resulting all the explosive objects in the range to expl...
2021-03-08 19:03:53 +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 implement a explosive barrel actor. When the player shoot the explosive barrel, it will be exploded into pieces with a explosion particle and a explosion sound. The explosive barrel would be a destructible mesh and when player shoot on it, along with particle and sound, a radiu...
2021-03-07 19:06:47 +0000 UTC
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Here is the project file of TPS project as of episode 72.
password=codelikeme_explode
2021-03-07 19:05:59 +0000 UTC
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Previously I worked on a gliding system, a zipline system and a ladder climbing system with a procedural ladder and zipline setups in separate episodes. Now I am putting together those separate mechanisms into a single character so that we can use them together in one game. I have already merged the ladder and zipline system in this episode (https://youtu.be/T2vlEopmDEg) and today I am going to add the gliding part into the...
2021-03-04 17:31:31 +0000 UTC
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Here is a demonstration of Unrealengine Niagara fire particle system pack which includes 12 different fire particle effects ready to use with your games. Features: - 4 small fire effects - 1 blue fire effect - 1 Flame thrower effect - 1 Stylized fire - 2 Smoky fire effect - Heavy fire effect
2021-03-03 20:31:00 +0000 UTC
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In this episode of unreal engine multiplayer first person shooter series, I am going to implement a landmine with replication support. When a character step on a landmine, it will explode and kill the character who stepped and also damage if there is any other character nearby. This event will be properly replicated from client to server, client to client and server to client in a multiplayer environment. We can use the same methodology to implement any trap with a proximity based trigger.
2021-03-02 17:34:07 +0000 UTC
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In the last part of the Animal AI, we created a behavior tree based AI controller for the crocodile to free roam and if an enemy/player is detected, it will start chasing the enemy/player character and if the target is within the reach, it will attack. Today, I am going to make the crocodile return to free roaming if it loose the sight of the target. But after losing the sight, it will not immediately return to free roam, it will still go to the last seen location and if player move more than...
2021-03-01 19:04:16 +0000 UTC
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Previously I worked on a zipline system and a procedural ladder climbing system in two separate projects. Today I am going to merge the zipline system and ladder climbing system into a single project so we can use both functionalities on the same character. Zipline system : https://youtu.be/Kx4prh7QwcEProcedural Ladder Climbing : https://y...
2021-02-27 18:24:21 +0000 UTC
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In the last episode of unreal engine survival series, we worked on diving mechanisms so that the player character can dive deeper into the water and also come back to the safe. But there were no any animation changes as we dive down or come up. It was just the horizontal swimming animation. Today, I am going to make the character turn downwards when dive down and upward when swim up to the surface level accordingly.
password=codelikeme_dive
2021-02-26 18:38:52 +0000 UTC
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In this episode of unreal engine survival series, I am going to implement diving into the swimming system. Character will be able to dive down in the water and also come back to the surface. We can use this mechanism for stuff like finding resources, treasures hidden underwater or just to hunt fish underwater..
[Edit]
use the project files in this release : https://www.patreon.com/posts/54...
2021-02-25 20:02:27 +0000 UTC
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In this tutorial, I am going to research on how to implement a AI system driven by a behavior tree and a blackboard for a npc crocodile character. Even though I have used a crocodile, the AI is applicable for any animal character. The crocodile will free roam when there are no enemies seen by them and if they see a hostile, enemy character such as the player character, they will come to the player and start attacking.
crocodile model is not included in the project file
2021-02-24 18:46:52 +0000 UTC
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In this unreal engine tutorial, I am going to implement a objective marker or a waypoint marker which shows an icon with the distance to that location in the screen space that match with the 3Dworld location of that point. As the player move closer and further, the distance will be updated and the marker will appear on top of other objects in the world.
password=codelikeme_distance
2021-02-23 17:05:55 +0000 UTC
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In this episode of unreal engine survival series, I am going to improve the swimming system with 2D swimming blendspace and some changes to character movement settings such as rotation rate when the character is in water. Unlike on ground, character can't rotate quickly and orient towards the movement direction when in water. To simulate that, I am going to reduce the rotation rate when the character is in water and to compensate for the reduced rotation rate, I am going to create and use a 2...
2021-02-22 18:38:18 +0000 UTC
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In this episode of unreal engine survival series, I am going to update the project to unreal 4.26. Here I am going to replace the existing ocean I had before with the new ocean water body introduced with unreal 4.26 water plugin. This water system has underwater post process effects as well. Also I am going to import the BP_Ocean blueprint I created by extending the default ocean water body to support swimming in this separate swimming tutorial I did recently. 2021-02-18 18:10:29 +0000 UTC
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In this unreal engine tutorial, I am going to implement a swimming system where the default third person character in unreal engine will be able to swim in the new ocean water body system introduced after unreal engine 4.26 release. The character can detect whenever it enters the ocean water body from any place and when it is submerged more than half of its height, it will start swimming and when the water level is shallower than the knee level, it will start walking again. For sw...
2021-02-17 18:56:21 +0000 UTC
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In this episode of unreal engine survival series, I am going to implement a mechanism to chop down trees and collect wood. As the player do not have any weapon at the beginning, he will have to go towards the trees and punch in order to chop it down. Once the tree is cut down, a wood resource will be spawned at the place and it can be collected to player's inventory. Which will be later used for building and crafting..
[Edit]
use the project files in this release ...
2021-02-15 18:10:52 +0000 UTC
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In this episode of the unreal engine skateboard system, I am going to start working on how to make this system support a multiplayer game. As the first step, I am going to look into replication of movements and animations of the skateboard character across multiple instances of the game between server to client, client to server and client to client. Here I will be working on replication of flip/ jump and pushing animations with animation montage replication.
password=codelikeme_mmskate...
2021-02-12 18:34:02 +0000 UTC
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I this episode of unreal engine multiplayer series, I am going to add a vehicle tot he multiplayer game. Any player in will be able to get in the vehicle and drive around the map and get out. First, I am going to focus on how to make the multiplayer character get in the vehicle and the replicate the vehicle movement. Also, how to change/posses the control from the fps character to the vehicle. Also, how does that control change is replicated to other instances of the multiplayer game and how ...
2021-02-10 17:00:12 +0000 UTC
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Previously in the unreal engine multiplayer first person shooter series, we worked on replicating bullet impact particles in line trace based shooting system. And there was a issue when a client is shooting, the impact particle replication doesn't happen properly to other client instances of the game. Today we are going to find out why that happens and fix it so it properly replicates across all the instances of the game.
password=codelikeme_mpshoot
2021-02-09 19:22:35 +0000 UTC
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This is the 2nd part of the unreal engine compass bar tutorial series I am doing. Last time we implemented a simple compass bar which shows the directional information on the top of the screen based on the direction player is looking at. Today, I am going to implement a way to add markers to that compass bar. These markers can be used to represent objective locations, points of interest, target characters, quest items... etc. Their location will be updated accordingly as the player go around ...
2021-02-08 18:02:02 +0000 UTC
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Here is a demonstration of Unrealengine Advanced Niagara Shockwave pack. This pack includes 12 unique shockwave effects as demonstrated in this video. Can be used to improve the look of your project.
password=codelikeme_shock
2021-02-06 06:10:59 +0000 UTC
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In this episode of unreal engine open world series, I am going to continue working on inventory UI widget. Today I am going to add weapon buttons to the inventory widget. When the buttons hovered by mouse, they will glow. There will be 3 weapon buttons for primary weapon, secondary weapon and ranged weapon/ bow. Later on I will implement a way to select and assign different weapons collected by the player for each of these weapon buttons to be used in game.
password=codelikeme_wep ...
2021-02-04 18:23:02 +0000 UTC
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This is the third part of the dialogue system or a conversation system I am implementing in unreal engine. So, player will be able to approach NPC characters and ask questions from them. The NPC characters will answer. Today, I am going to add a camera angle change so the camera will be focusing on the character who is currently do the talking. Also when the camera angle change, it will be aware of the environment and find an optimum angle that does not block the view of the character. WHen t...
2021-02-02 17:25:30 +0000 UTC
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In this tutorial, I am going to show you how to implement a compass bar in unreal engine. Compass bar is what you see in the middle top of the screen in games like assassins' creed odyssey, origins and skyrim, where the objectives and the directions are shown. As the player looks around the world, the compass shows the direction the player camera is facing. This allows player to find objectives and navigate through the game world.
password=codelikieme_comp
2021-02-01 18:00:17 +0000 UTC
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In this episode of unreal engine survival series, I am going to implement a collectible wood resource object into the game. Player can collect this wood objects and it will be stored in the inventory. Unlike fruits and others consumable objects, we can't consume wood directly, it will be used for building and crafting such as weapons, fences, houses ..etc. that i am planning to implement later on..
[Edit]
use the project files in this release : 2021-01-31 20:30:01 +0000 UTC
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