In this tutorial I am going to show you how to implement dismembering of limbs of zombie characters in unreal engine. Actually not just zombies, this system can be applied for any kind of a character or a skeletal mesh. Here player will be able to shoot the zombies with a gun and if the bullets hit heands, hand will be dismembered and fall off. but the zombie will continue to come towards player. If the legs are shot, the legs will be dismembers, then zombie will fall down but it will continu...
2020-11-10 17:00:21 +0000 UTC
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In this episode of unreal engine open world series, I am going to work on the rage mode representation in the HUD. Each successful hit on enemies will add a small amount of rage to the rage bar under the health bar and when the rage bar is full, character can go into rage mode and there the attacks will be faster and more powerful. When the rage bar is full, to represent that, the helmet icon on the top left corner will start blinking in red.
password=codelikeme_potions
2020-11-08 22:30:01 +0000 UTC
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In this tutorial I am going to show you how to implement combat finishers in a hand to hand combat system in unreal engine. Compared to normal kicks and punches, the finishers are usually longer animation sequences with complex movements and interactions between two characters. In order to work them properly, both character meshes should be in proper synchronization, otherwise, it would look odd and won't see the connection/interaction between two characters involved in. Also, if the st...
2020-11-06 15:36:20 +0000 UTC
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This is the 2nd episode of where I am trying to create a stylized landscape material and a grass material inspired by fortnite game. He, even though we have used the same color as the landscape underneath for each grass mesh instance, in the point where grass start to vanish due to draw distance, we still can see some difference in the color and therefore we see the edge without a seamless blending. Specially on angled places. We are going to research on how to get rid of that effect in this ...
2020-11-05 18:46:19 +0000 UTC
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In this episode of unreal engine C++ tutorial series, I am going to change implement a darker stage arena for the characters to fight and in this arena, there are spotlights which keep pointed to the player and enemy characters as they move around the arena. I am going to implement these target light actors with C++.
Basically you will learn here,
how to reference an external actor object in the level and how to find the rotation the the light should face using FindL...
2020-11-03 18:42:49 +0000 UTC
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Today, I am going to implement a stylized landscape material inspired by fortnite game. Here the landscape material will have a couple of layers and some of the layers will have grass output. The spawned grass meshes will use the color of the landscape underneath and blend it with the grass texture to make to seamless with the landscape.
password=codelikeme_fortnite
2020-11-02 20:30:36 +0000 UTC
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Hello Everyone, It has been two years to the date from the start of "CodeLikeMe". So, Let's tale a look at what I could share with you guys and what I received from you guys. In total, I have made 760+ game development tutorials for this first 2 years of my journey. So, I created this video to summarize that and thank you all for the support you have given me throughout the year. Each comment, like, share, subscription means a lot to me. That what helped me to keep going no ...
2020-11-01 14:10:21 +0000 UTC
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In this episode of the unreal engine survival series, I am going to implement a way to save the state of the world. For now we only have the player character properties and the fruit plants with re-growable fruits are the only entities that require saving and loading their state to keeo a continuous gaming experience between different game sessions. We have already implemented ways to save and load the character properties such as health, water level, food level and inventory items. Today, le...
2020-10-31 07:27:41 +0000 UTC
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Today I am going to implement a first person cover system in unreal engine. For this I am going to reference the first person cover system in the far cry game series. This cover system can be applied to any place such as a short wall or an edge of a building, wall or any other place suitable for a cover. When it is used with a shot wall, character will crouch and cover behind the short wall and when right click, first person character will emerge and look above the wall to give a better view ...
2020-10-29 18:39:07 +0000 UTC
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In this episode of my unreal engine third person shooter series, I am going to address some of the issues regarding turning in crouched mode while aiming. I have already implemented turning animations when the character is standing. Today we are going to add separate animations for turning when character is in crouch mode.
2020-10-28 20:11:57 +0000 UTC
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Today, I am going to implement a grind mechanism into the skateboarding system I am working on in unreal engine. First I am going to implement a basic procedural grindable object like a railing. Any grindable surface can be derived using that class. Then I am going to implement a way to detect if there is a grindable object that player can jump onto in runtime. If there is a grindable surface in the range, player can start grinding on that detected railing and when the end of the railing is r...
2020-10-28 15:43:30 +0000 UTC
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In this episode of the animal herd system we have been working on, I am going to implement how does the animal herd react to the external threats as a herd/team. Here, I am going to add a wolf character which is marked as a threat to the animal heard and when one deer/member of the herd see the threat/wolf, it will notify the leader and leader will notify everyone else. So, the whole herd will start running away from the wolf.
password=codelikeme_runrunrun
2020-10-26 17:53:33 +0000 UTC
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In this episode of unreal engine C++ tutorial series, I am going to change my character to suit for a game like mortal combat where we see the player character from the side and we can move to the right and to the left of the screen. The character will be in a fighting stance and it will always stand facing the opponent side. With A key, character will step away from the opponent and with D, character will step closer to the opponent. For this I am going to implement a separate 2D blendspace ...
2020-10-25 19:16:34 +0000 UTC
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In this episode of the unreal engine survival series, I am going to implement a way tore grow fruits on fruit plants after picking them. Player can pick the fruits that grow on plants and the plant will replenish fruits over time. So, after a while, player can come again and collect fruits. This system can be used to any kind of a plant or even for a farming system..
[Edit]
use the project files in this release :
2020-10-23 17:47:57 +0000 UTC
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In this episode of the unreal engine open world series, am going to fix few bugs related to equip and change weapons. For example, when i switch to bow while I have the sword in hand, after putting back the bow, i no longer able to sheath the sword. Also, the arrow quiver is not visible in the back of the character. Let's see how to solve these issues.
password : codelikeme_quiver
2020-10-21 21:31:00 +0000 UTC
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Hello everyone. I am trying to understand which tutorial series I am doing helped you most and convinced you to support me here in patreon. So that I can focus more on the stuff most important for you guys.
Thank you!
2020-10-21 15:08:01 +0000 UTC
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Today, I am going to implement a kickflip mechanism into the skateboarding system we worked on in unreal engine. When player press jump key, the player skateboarding character will perform a kickflip. This will work when character is on the move or stationary. it will work in both cases. When performing the kickflip, player character will play the usual kickflip character animation and the skateboard will play a usual pop and flip kickflip animation.
password=codelikeme_skate_kick...
2020-10-20 18:17:10 +0000 UTC
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last time in this series, we implemented an animal herd system. In a herd, since there are a large number of animals, when they walk around, they will bump into each other. As we are using a rootmotion based locomotion system for these animals, we can't use the avoidance which comes by default in unreal engine npc navigation system. So, we are going to implement a custom avoidance mechanism to prevent characters being stuck when they bump onto each other when move around as a herd.
pass...
2020-10-19 20:16:09 +0000 UTC
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So, After many requests I got, I finally started a beginner tutorial series "Learn Unreal Engine with C++". And here goes the first episode. So, here I am going to cover basics of making games with unreal using C++. As the getting started part, I am going to walk you through on how to create a third person character which can be controlled by player. Basically, we will create a new character class and then we will add a mesh and a camera boom and a camera component to the class so that we hav...
2020-10-17 16:07:26 +0000 UTC
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In this episode of the unreal engine survival series, I am going to implement a way to save and load inventory items across different sessions of gameplay. If I play the game and consume some of the items in the inventory and save the game, when i open the game in next time, the inventory will be loaded with the items i had previously when I save the game.
project files : https://www.patreon.co...
2020-10-15 19:10:31 +0000 UTC
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This is the 9th episode of unreal engine multiplayer first person shooter series. Here I am going to create a healthpack blueprint which can be collected by the players. These healthpacks will be scattered throughout the world and replicated to remote machines, so only one player will be able to pick them up and then it will be gone from all the instances of the game. This will restore the health of the character who pick it up. Following the same method, we can implement collecting other col...
2020-10-14 17:53:47 +0000 UTC
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This is the 5th part of the skateboarding system I am working on in unreal engine. Today, I am going to improve the pushing animation of the skateboard system. As long as the player holds move forward button, the pushing animation will continuously play without placing the pushing foot on board and once player releases the move forward button, pushing action will stop and player will stay free on the board. Also after making the character move the pelvis down as speed up, the pushing foot sta...
2020-10-12 19:08:21 +0000 UTC
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2.1 Million views,
5.2 million minutes of watch time....
And 20000 subscribers.
Thanks everyone for the support
- Thilina Premasiri
#CodeLikeMe
2020-10-11 08:27:47 +0000 UTC
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Here is the 3rd episode of the miniseries I am doing on birds in unreal engine. In this series, I'm covering Bird characters, animations, flocking and Flying controlled by AI with reactions to player character or any other threats. In this episode, I am going to implement a way to make the NPC birds behave as a flock. For example, when one of the birds in the flock get alerted by a threat, all the birds will fly away as a single flock and they will fly in unison when they are in the sky. Afte...
2020-10-10 19:18:09 +0000 UTC
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Today I am going to implement an animal herd simulation system using the AI controlled NPC deer character we created in the animal series. So, this is how it works, there will be a leader character for a herd and i will be placing only the leader character in the map. that leader will spawn a specified number of followers. Leader will randomly roam around in the world while doing other stuff such as resting and eating. followers will do the same but they will always stick around the lea...
2020-10-09 18:51:54 +0000 UTC
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In this episode of the unreal engine open world series, am going to fix few bugs related to bow and arrow system's shooting arrows part. In this system I have implemented, both enemies and player character can shoot arrows and if the arrows hit a body, they will remain attached to the body hit by the arrow. There are some issue in this system such as sometimes arrows just hangs in air without attaching to a body. I am going to fix those issues in this episode.
password=codel...
2020-10-08 20:13:28 +0000 UTC
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This is the 8th episode of unreal engine multiplayer first person shooter series. Here I am going to create a healthbar widget for the local player to be displayed in the hud. Previously we implemented a very simple overhead healthbar which is rendered in the world space so that players can see the health level of other players. But for the local player, there should be a detailed hud with additional information such as ammo count, grenade count, healthbar, stamina bar...etc depend...
2020-10-07 17:42:22 +0000 UTC
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In the last episode of the unreal engine survival series, we worked on consuming items in the inventory. Today, we are going to work on how to drop or discard the items in the inventory and how to make the changes we do in the inventory such as consuming or dropping/discarding items persistence throughout the gameplay session. For this I am going to create a new actor component called inventory which can be added to the player character blueprint and it will be used as the central p...
2020-10-06 20:10:48 +0000 UTC
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Today I am going to implement a custom AI controller for the deer character we have worked on. The deer character has 3 states as free roaming, eating/grazing and resting. The character will randomly do one activity for some time and then it will randomly change to another activity. This is the behavior I am going to implement today. This AI controller is applicable for any animal character. Support my work : 2020-10-04 19:21:49 +0000 UTC
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This is the third part of the skateboarding system I am working on in unreal engine. Today, I am going to add some bending to the character body as the character tries to turn left or turn right on while riding skateboard. I am going to implement this by modifying the bone rotations inside the animation blueprint instead of adding different animations. The reason is character could be either standing on the board or could be pushing with the foot. So, if I do this in a procedural w...
2020-10-01 18:47:36 +0000 UTC
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