Here is a demonstration of Rain and Thunder system developed in unreal engine 4. This pack contains a heavy rain particle system, thunder/lighting system and a screen effect that enhance the rainy feel by showing droplets of water on the screen. Also contains the rain ambient sound and thunder sound effects.
2021-01-29 19:30:00 +0000 UTC
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In the last episode of the rootmotion based locomotion series, I implemented a navigation that NPC character follows a given target actor while using rootmotion based locomotion animations. Today I am going to make that character keep looking at/ gaze at the target character. WHen he is on the move or standing still, it will maintain t\gaze at the target actor. If the target actor moves behind the NPC character, it will turn in-place. Here, to maintain the look at direction, NPC character wil...
2021-01-28 18:17:30 +0000 UTC
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Here is a demonstration of Projectiles and Hit effects pack developed in unreal engine using Niagara effects system. This pack contains 12 unique projectiles shoot and hit effects as listed below.
- Freeze Shoot
- Blood Shoot
- Green Crystal Shoot
- Ribbon Shoot
- Missile Metal Shoot
- Missile Shoot
- Magic Shoot
- Magic Shoot 2
- Astroid Shoot
- Portal Shoot
- Spark Shoot
- Thunder Spark Shoot
<...
2021-01-26 19:59:43 +0000 UTC
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In this tutorial, I am going to implement a flamethrower in unreal engine. This will also have a fire propagation system as well. I this system, when I shoot flames at the grass using the flamethrower, they will set on fire and in time they will burn down and also it will start a spreading to surrounding area. The fire will spread only if there are grass around the place where the fire started. Otherwise spreading will not happen. For the flamehrower particle, I am going to use a niagara part...
2021-01-25 18:06:45 +0000 UTC
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In the lasy episode of the rootmotion based locomotion series, I implemented a navigation system for NPC characters where they can find a path and move to a given location using the rootmotion based locomotion system we have implemented. Today, I am going to improve that system to be able to follow a moving target such as another character. So, NPC which uses the rootmotion based animations for locomotion will be able to follow a moving target.
password=codelikeme_moving
2021-01-24 18:14:00 +0000 UTC
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In this episode of the rootmotion based locomotion series, I am going to implement a AI controlled NPC character which use the same rootmotion based locomotion system as the player character we have developed so far. By doing this, just like the player, NPC character will have turn and stop animations even if it is actually controlled by an AI. The problem with using conventional AI_MoveTo functions with rootmotion based movement animations is, the movement cause by the animation fails/overri...
2021-01-22 18:24:16 +0000 UTC
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Project Files : https://www.patreon.com/posts/46495881
In this episode of my unreal engine third person shooter series, I am going to implement a Weapon HUD/UI widget for the rifle. The hud/UI will show the total amount of ammo remaining and the amount of ammo loaded. As the player fire, the loaded ammo count will be decreased and has to reload from the total ammo count to start shooting again. &n...
2021-01-21 20:30:41 +0000 UTC
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Tutorial available here : https://youtu.be/8Lm0Ii0r9iM
In this episode of my unreal engine third person shooter series, I am going to implement a Weapon HUD/UI widget for the rifle. The hud/UI will show the total amount of ammo remaining and the amount of ammo loaded. As the player fire, the loaded ammo count will be decreased and has to reload from the total ammo count to start shooting again.
password=cod...
2021-01-21 20:29:51 +0000 UTC
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In this episode of the unreal engine multiplayer first person shooter series, I am going to implement a line trace based shooting system. We already had a projectile based shooting system, but for something like a machine gun, it is more suitable to use a line trace based hit detection system. So, today, we will look into spawning muzzle flash, gun shooting sound and how to replicate those effects. In the next episode we will look into how to replicate bullet impacts and how to cause damage t...
2021-01-19 19:28:25 +0000 UTC
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In this episode of my unreal engine third person shooter series, I am going to implement a soft aiming mechanism. That means, if player press the fire button without going into aim down mode first, The character will temporarily go to aiming mode and the reticle will appear. Once the player release the fire button, the character will go back from the aim down mode to normal third person camera mode.
Project Files : 2021-01-18 20:30:59 +0000 UTC
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In this episode of my unreal engine third person shooter series, I am going to implement a soft aiming mechanism. That means, if player press the fire button without going into aim down mode first, The character will temporarily go to aiming mode and the reticle will appear. Once the player release the fire button, the character will go back from the aim down mode to normal third person camera mode.
password=shootlikeme_soft
2021-01-18 18:18:30 +0000 UTC
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Today I am going to implement a dialogue system or a conversation system in unreal engine. So, player will be able to approach NPC characters and ask questions from them. The NPC characters will answer. I am going to implement this system in such a way we can customize the questions and answers we ask from each NPC character. Also the voice of the characters as well. In the first part, I will work on setting up the necessary data structures, data tables and initiating the interaction be...
2021-01-16 20:06:27 +0000 UTC
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In this episode of the rootmotion based locomotion series, I am going to add the ability to the player character to look at the direction where the player is looking through camera. When the player looks up or down, left or right, the player character mesh also turn and look at that direction only using the upperbody and head rotations. For this, I will be using an Aim Offset asset which is specifically designed in unreal engine for stuff like these.
password=codelikeme_Look
2021-01-15 18:17:10 +0000 UTC
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Here is a demonstration of bullet impact particles pack implemented in unreal engine. This has 10 different particle effects to match 10 different surface types as listed below. These particles are implemented using niagara effects system in unreal engine. Ready to use any type of a shooter game.
password=codelikeme_impact
2021-01-14 17:42:19 +0000 UTC
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In this tutorial, I am going to show you how to implement multiplayer replication support for the topdown template in unreal engine. Unlike the third person template we get in unreal, the top down template out of the box doesn't support multiplayer replication. If you try to play the top down template in the multiplayer mode in editor, you'll encounter issues such as character movements are not properly replicated across server and clients. Also, the inputs on client will not work properly. S...
2021-01-13 18:50:05 +0000 UTC
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In this tutorial, I am going to research on how to implement a procedural animation system for a crocodile character in unreal engine. Specially the tail part as it becomes very complex when we have to keep it aligned on the ground when the crocodile move on a uneven surface. Here I am going to try various procedural animation techniques such as spline IKs, two bone IKs and runtime bone transform modifications to keep the crocodile tail on the ground.
2021-01-12 21:20:43 +0000 UTC
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Today I am going to show you how to implement a vertical scrolling UI for a level selection page. There will be images that represent different levels and using 2 buttons on the top and bottom, I'll be able to scroll up and down to focus on different levels/images.
2021-01-11 20:31:07 +0000 UTC
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Here is a demonstration of unreal engine deep tire tracks system. This project contains deformable Snow, Sand, Mud, and Grass Landscape systems. These systems consist of a landscape with different materials, the option to change the height of snow, sand and mud layers, snowfall, and sand dust particles. The deformed Deep Tire Tracks and objects have been implemented with Runtime Virtual Texture.
2021-01-08 16:47:35 +0000 UTC
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In this episode of the rootmotion based locomotion series, I am going to add crouching today. When player press and hold left control key, character will go into crouch mode and once released, will go back to normal walking mode. Here I will create a separate 2d animation blendspace for 4 direction crouching movements and also turning while in crouch mode will be implemented. The movement will be 100% controlled by the rootmotion of the animation and therefore, we can get more realistic looki...
2021-01-07 18:30:31 +0000 UTC
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In this episode of unreal engine open world series, I am going to rework the inventory active elements/potions part. According to my design of the game, I have elements/ potions such as fire, frost and poison, which can be used with the arrows to get different effects on enemies. In the inventory, I have a separate section that show the active potions and the amount available. I'm going to work on that part in the inventory widget today.
password=codelikeme_inventory
2021-01-06 21:31:00 +0000 UTC
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In this tutorial, I am going to show you how to easily retarget mixamo animations to epic skeleton. SO, you will be able to use any animation downloaded from mixamo with epic skeleton and any epic skeleton supported animation with a mixamo character. This approach will also support root motion as well. I have previously covered how to replace unreal default mannequin with a mixamo character, but there were some mistakes in that video, so I'm gonna correct them here. Also here I am going to us...
2021-01-05 18:40:09 +0000 UTC
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In the rootmotion based locomotion series, we already worked on a going into ragdoll and recovering from it system for character fall and get up. But here I forgot to share the way I have setup the ragdoll to support going into ragdoll mode and recovering from it. So, that part will be explained here.
password=codelikeme_RM
2021-01-04 19:30:01 +0000 UTC
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In this episode of the unreal engine multiplayer first person shooter series, I am going to show you how to collect loot after other characters are killed. At the moment I have implemented only healthpacks as collectible items, but we can use the same method to collect ammo, grenade and any other type of collectible that will be dropped when the players are killed.
password=codelikeme_loot
2021-01-02 21:30:59 +0000 UTC
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In this episode of the unreal engine multiplayer first person shooter series, I am going to show you how to respawn players. When a player is killed by another player by shooting or using grenade, the character will die and mesh will go into ragdoll mode to depict death. and in a while, character will be respawned in the initial location where that character started the game and join the battle.
password=codelikeme_respawn
2021-01-01 20:11:44 +0000 UTC
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Don't know what universe has planned for the next year. But sure as hell, we all get another 365 days.
And what to do with it? its all upto us.
Happy new year everyone...!!!
And thanks a lot for supporting my work throughout the year. We all know that 2020 may not be the best year we could have. I'm sure many people had to face a lot of challenges throughout the year. But I'm happy to tell you that, the support I got from you guys helped me tremendously to keep my family afl...
2021-01-01 17:55:25 +0000 UTC
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Today I am going to work on a fire propagation system in unreal engine. This system will behave like this. In the landscape, there will be grass areas and non grass- gravel areas (layers). when fire is started, if there are grass adjacent to that, fire will continue to spread by burning the grass. This system will be implemented in two episodes. In first episode, I will focus on the fire propagation algorithm and how to detec grass areas and non grass areas. In second episod...
2020-12-30 20:02:52 +0000 UTC
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In the last episode of the unreal engine rootmotion based locomotion series, we worked on going into ragdoll and recovering from the ragdoll smoothly with an standing up animation. But there was a small problem when in the ragdoll mode, we only synchronized the location of the character capsule to keep the character with the ragdoll enabled character mesh. Today I am going to synchronize the capsule rotation as well so even though character end up facing a different direction as it star...
2020-12-28 18:54:35 +0000 UTC
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In this episode of the unreal engine skateboard system, I am going to implement falling on ground. When the character hits some obstacle while skateboarding, if the speed is higher than a certain value, character will fall off the board. Here, the ragdoll physics will be enabled on the character in order to simulate a realistic falling as an animation may not work as falling can happen on any place. After falling down, if player press R, the character will reset and stand on the skateboard re...
2020-12-26 18:34:55 +0000 UTC
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In this tutorial, I am going to research on how to enable ragdoll when character fall from a higher place and then how to recover from the ragdoll with a smooth transition from simulated ragdoll to standing up animation. For this I am going to use pose snapshot feature in unreal animation system which allows us to store a snapshot of the skeletal mesh state. Ragdoll means simulating physics on the skeletal mesh. when we fall on an uneven surface, we can't rely on an animation to simulate the ...
2020-12-25 19:36:08 +0000 UTC
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Today I am going to implement a simple AI command system in unreal engine. Using this system, player will be able to issue commands to the ally characters. The commands will be follow me, move there and hold. When follow me is issued, npc character will keep following the player wherever player goes. When hold command is issued, npc will stop and wait in the current location. WIth the Move There command
password=codelikeme_commands
2020-12-24 17:48:08 +0000 UTC
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