In this episode of the unreal engine survival series, I am going to implement a system to save the runtime placed plants save and load in the next session when player restart the game. As we have already implemented a system to place plants such as fruits/crops, after player saving the game, we should restore those runtime planted objects when player start the game next time. With the state of the plant. Here the state mean properties such as harvest growth level. This part is necessary to im...
2020-12-23 18:40:05 +0000 UTC
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In this tutorial, I am going to show you how to implement a double jump mechanism in unreal engine. In the default third person character we already have a jump mechanism. I am going to add a double jump to that. Which means when the character has jump once and already in the air, if player press jump button again, character will do another jump. This will allow character to reach higher places.
password=codelikeme_dbl
2020-12-19 18:54:33 +0000 UTC
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Previously in Landscape Deformation Tutorial series, we have worked on deforming landscape and adding footprints and deforming landscape by physics simulated objects. Today I am going to show you how to make deep tyre trails on a snow landscape. As the vehicle moves on snow landscape, the landscape will be deformed to carve a trail made by the tires of the vehicle. Along the path the vehicle moved, there will be a deep trail.
password=codelikeme_trails
2020-12-18 17:21:10 +0000 UTC
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In this episode of unreal engine C++ tutorial series, I am going to show you how to detect if the punch actually hits the opponent's body. Instead of simply using hitboxes, here I am going to implement a way to detect the hits in C++ code using the punching hand location and the bone locations of the other characters body. If the attackers punching hand location is overlapping or close enough to make contact with any of the bones of the victim's body, I am going to consider as a successful hi...
2020-12-17 19:27:09 +0000 UTC
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In this episode of unreal engine open world series, I am going to reword the inventory menu according to the new design. Today I will be focusing on the resource counters section which shows the amount of resources the player has collected in each different resource type. support my work here : https://www.patreon.com/CodeLikeMe
password=codelikeme_inventoryui
2020-12-16 20:30:00 +0000 UTC
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Today I am going to implement a minimap in unreal engine. This minimap will be able to show the player character and any number of enemy characters as some map pointers on to of the overhead world map. For this, I will be using runtime virtual textures and render targets. As the player or any other npc characters move around the world, the pointers that represent those characters on minimap will also move on the map to reflect the actual movement.
password=codelikeme_advanced_mini...
2020-12-15 19:31:52 +0000 UTC
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This is the part 5 of the mini series I am doing on a pedestrian system in unreal engine. So far we have implemented a pedestrian system which dynamically spawns and maintain a pool of pedestrian npc characters around the player walking area with a dynamic navigation system to support a huge game world. Today, I am going to replace the epic default mannequin character with some realistic looking human character models so the pedestrian system would look even better and ready to be used in a a...
2020-12-14 17:15:36 +0000 UTC
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In this episode of the unreal engine multiplayer first person shooter series, I am going to create a simple AI controlled NPC character (bot) into the multiplayer game and look into replication of those bot characters across instances of multiplayer game. Here we are going to look into how to spawn bot characters and how to handle death of the BOT characters in a multiplayer environment.
password=codelikeme_bots
2020-12-13 17:51:45 +0000 UTC
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Here is a demonstration of reactive landscape system developed in unreal engine. This contains reactive sand, reactive mud, reactive snow and reactive grass. When the character walks in and physics simulated sphere moves on the landscape, a path will be carved on snow, mud and sand. In grassland, grass will be trampled and make a trampled path.
password=codelikeme_deform
2020-12-12 19:09:09 +0000 UTC
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In this episode I am going to implement the Crysis maximum armor effect in unreal engine. Here I am going to focus on the honeycomb like post effect that appears on screen. For this I am going to use post process materials.
password=codelikeme_armor
2020-12-11 18:57:24 +0000 UTC
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In this episode of the unreal engine survival series, I am going to improve the farming and planting system to use seeds from the inventory. Player will be able to open the inventory and after selecting a seed, player will have the option to plant it. after planting that, it will continue to grow just like a normal plant and in a while player will be able to harvest the crops. Support my work : https://www.patreon.co...
2020-12-11 06:47:58 +0000 UTC
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In this episode of the unreal engine survival series, I am going to implement a mechanism to plant fruits or any other type of crops I have implemented in this series. This would be a basic step towards a full farming system. Here when in planting mode, player will be able to look around and move around to adjust the location of the plant to be placed. When it is planted, it will start growing fruits and player will be able to harvest and consume or store in the inventory just like any other ...
2020-12-09 14:36:55 +0000 UTC
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In this tutorial, I am going to show you how to make a reactive grass system with runtime virtual textures. The grass can react to any number of characters and simulated physics objects by following this method. Also, the characters or other objects can leave a trail on the grass field by making grass trampled along the path. For this I will be using runtime virtual textures.
password=codelikeme_reactivefol
2020-12-04 18:43:31 +0000 UTC
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Previously in Landscape Deformation Tutorial series, we worked on how to deform landscape snow with the footprints of the character. Today, I am going to show you how to deform landscape snow by physics simulated objects. When a physics simulated object like a sphere is rolled on the snow, it will carve a path on snow by deforming the landscape. This path will be covered back with snow and return to normal in a while.
password=codelikeme_carvsnow
2020-12-02 18:50:23 +0000 UTC
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In this episode of unreal engine open world series, I am going to show you how to render the 3d player character which we use as the player character in the game on top of UI. I need this feature for the inventory menu I am working on. According to the design, when I open up the inventory, I need my character to show up in the middle of the screen. SO, in order to make it happen, I need to mask all other stuff in the scene and keep only the character visible. I am going to use a post process ...
2020-12-01 18:48:14 +0000 UTC
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Previously in Landscape Deformation Tutorial Part 1, we setup a landscape with a snow material and also added a function to place footprints of the third person character by deforming the landscape. Today, we are going to add some improvements to this system to get more realistic results with the deformation and footprints by changing the shape and material of the footprint object that writes to the runtime virtual texture output which allows us to deform the landscape in the runtime of the g...
2020-11-30 10:12:52 +0000 UTC
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Here is the updated project as of episode 66 in unreal third person shooter series.
password=shootlikeme
2020-11-29 17:35:36 +0000 UTC
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In this tutorial I am going to show you how to switch the playable character in the runtime. There will be 3 characters in the play time and only one of the characters will be controlled by the player while other characters are controlled by an AI which follows the player controlled character. Player can switch to any character and take control any time in the runtime of the game and the character previously controlled and unpossessed by the player will be controlled by an AI controller and c...
2020-11-29 11:06:00 +0000 UTC
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Today I am going to research on how to deform the landscape in unreal engine in runtime of the game. In this particular case, I am going to implement a snow landscape and as the character walk around, I am going to make dents on the landscape to show deforming the snow by character feet. For this I am going to use runtime virtual textures along with tessellation and displacement in landscape material.
password=codelikeme_deform
2020-11-28 01:30:01 +0000 UTC
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In this episode of unreal engine C++ tutorial series, I am going to show you how to setup C++ interfaces. The functions implemented through the interfaces will be able to call from both blueprints and C++ classes and also be able to override and implement in both C++ and blueprint. The reason to implement interfaces in this game is, I needed a function to check if the punches and kicks actually hits the opponent in the time of attack. So, I wanted to implement this logic in c++, b...
2020-11-25 18:24:04 +0000 UTC
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In this episode of the unreal engine survival series, I am going to show you how to add different types of plants with harvestable fruits by deriving the fruit plant blueprint we implement previously. These variations can have a different plant mesh with a different fruit mesh and also the nutrition values of the fruit can also be customized along with the time to regrow the fruits after harvesting. Different fruits will have different thumbnails in the inventory. As we are using the bp_fruit...
2020-11-24 19:47:37 +0000 UTC
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In this episode of the unreal engine skateboard system, I am going to implement a way to get on and off from the skateboard. When the character is walking without the skateboard, the usual third person movement inputs with usual walking and running animations will be applied to the character. As the character get on the skateboard, the animation blueprint will be switched to on skateboard character animation blueprint I previously created. For now I am going to toggle the visibility of the sk...
2020-11-24 03:24:58 +0000 UTC
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Today, I am going to research of how to implement a character to fall flat on the ground when took off from a higher place and then get up. So, for this, we will need 3 separate animations falling (loopable) animation, and fall flat on ground, then get up part. The reason to have a loopable animation for the falling is character can fall from different heights and therefore, we should be able to play that part until the character hits the ground. As I am using the rootmotion based locom...
2020-11-22 18:41:07 +0000 UTC
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In this episode of unreal engine open world series, I am going to refine the weapons hud. According to the new design, I have 3 weapon icons for primary weapon, secondary weapon and the bow in bottom left corner. When I equip one of those weapons, the icon will be highlighted to show the equipped weapon in the HUD.
password=codelikeme_weaponhud
2020-11-19 20:15:12 +0000 UTC
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Last time we implemented a hand to hand combat system with finisher moves which plays coordinated animations between 2 characters in order to get a choreographed cinematic look for the finisher attacks. But last time we implemented the system with the unreal mannequin character. Today I am going to import few other character models from marketplace and replace them in place of mannequin. So, for the player character, there will be a realistic looking character mesh and the enemies will have c...
2020-11-17 15:31:39 +0000 UTC
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Today I am going to show you how to use runtime virtual textures to blend grass and other object meshes to blend properly with the color of the landscape. We implemented something similar in Fortnite style grass rendering video I did here (https://youtu.be/I0S0Aufq5Ko) but there, the color map of the landscape was generated manually. We can automate that process with the runtime virtual textures. Basically what happens here...
2020-11-15 18:40:37 +0000 UTC
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In the last episode of the skateboarding system, we implemented a grinding mechanism for the player to grind on objects like rails and curbs. But it has few issues such as player can enter the grinding object only from one direction and can move along the forward of the grinding object spline. Also when the character reach the grinding object faster, the grind star happens with a snap back along the spline. We are going to fix those issues and further improve the skateboarding system today.
2020-11-14 20:03:33 +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 replicate crouching. When the character crouches, for the local first person player will only notice the eye sight location moves down and his body is not visible to himself, but for other players in the world needs to see the crouched players body in crouch mode with crouched animations. All these animation changes needed to be replicated from server to client, client to server a...
2020-11-13 22:30:00 +0000 UTC
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In this episode of unreal engine C++ tutorial series, I am going to show you how to play an animation montage through the C++ code. First I am going to define a UAnimMontage variable in the header file to hold kick and punch animation montages. We can assign animation montages to these variables in the editor. Then a new input actions for kick and punches, those actions will be bind to the PlayerInputComponent for relevant kick() and Punch() functions. These functions will play the animation ...
2020-11-12 19:49:11 +0000 UTC
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In this episode of the unreal engine survival series, I am going to add a capacity limit to the inventory system. In the current implementation, we haven't implemented any mechanism to prevent character collect items more than a certain limit, even though we have limited slots available in the inventory UI widget to show items. today, I am going to introduce a capacity limit so if the player tries to collect some item when there is no more space, "inventory full" notification will appear..
2020-11-11 21:30:01 +0000 UTC
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