Today I am going to update the open world RPG project into unreal engine 4.25 version. after updating, i will test climbing system, animal riding system, bow and arrow system and melee combat system to see if there are any bugs or other issues after updating the project.
password : codelikeme_bowturn
2020-09-29 19:37:17 +0000 UTC
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Even though I have done this as the 7th episode of unreal engine multiplayer first person shooter series, no need to watch previous tutorials to understand this part. Today am going to implement a way to replicate animation montages played inside character blueprints. Using this method, animation montages played on a character will be replicated from server to client, client to server and client to client as well. The reason I had to implement this is that I neede...
2020-09-28 19:09:26 +0000 UTC
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Today I am going to address a fundamental problem we have in unreal when we try to use rootmotion based locomotion system with AI navigation. The problem is, usually the locomotion animations are not rootmotion enabled and animation is played considering the velocity of the character just to justify the movement of the character. When we call an AI_MoveTo event on a character with such an animation setup, the character will move to the destination with the animation without any issu...
2020-09-27 16:38:34 +0000 UTC
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In this episode of the unreal engine side scroller project, I am going to implement a simple patrol system for AI controlled enemy character. we will be able to define 2 ends for the patrol paths in the sidescroller level and the NPC character will move back and forth in between those 2 points. Also, we will be able to define a wait time at each end of the patrol path. If the NPC see the player, he will stop patrolling and start to follow and fight the player character. if the play...
2020-09-26 20:02:44 +0000 UTC
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Today I am going to implement a skateboarding system in unreal engine. In the first part of the tutorial, I am going to work on setting up the character, movement inputs and some animations suitable for skateboarding. In the second part, I am going to for on how to align the character to the ground underneath and how to keep the foot of the character as it move around on the skateboard.
password=codelikeme_skate
2020-09-24 19:56:11 +0000 UTC
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In this episode of the unreal engine side scroller project, I am going to implement some effects to enhance the look and feel of the gameplay. I am going to add some camera shakes to show the power of the impact when a sword hit is landed on the character and when that attack is blocked. Also, if the character got hit by the sword, a blood splatter will be spawned and if the attack is blocked, some sparks will be spawned at the shield along with a suitable sound effect. Suppor...
2020-09-22 20:30:01 +0000 UTC
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Today, I am going to implement a system in unreal third person character to play a hard landing animation and a rolling landing animation when the character land on the ground after a fall with a significant height. If the vertical component of the velocity at the landing time is in between 500 and 1000 downwards, a hard landing animation will be played and if the speed is much higher than that range, a landing animation with a roll will be played. This will showcase the momentum o...
2020-09-21 18:06:55 +0000 UTC
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Last time in advanced VR locomotion system in unreal engine, we implemented turn left, right and step back movement mechanisms similar to half life alyx game. Today, we are going to add another feature to support climbing up and jumping down to platforms that are in different vertical level to the current location of the VR player character.
password : codelikeme_vr
2020-09-20 18:30:01 +0000 UTC
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In this episode of my unreal engine third person shooter series, I am going to address some problems I have with movements and aiming. when my character doesn't move when in aiming mode, the gun and reticle aligns perfectly, but when the character starts to move, the alignment goes off. The reason is, we blend the aim offset on top of movement animations in the animation blueprint and the changes in the spine bone rotations in movement animations cause the upperbody of the characte...
2020-09-19 19:21:09 +0000 UTC
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In this episode of unreal engine survival tutorial series, I am going to implement a way to consume the items in the inventory. When we select an item in the inventory, in the panel area which shows the details about that selected item, there will be 2 buttons as consume and drop. When we press the consume button, character will consume that item. If it is a food item, it will fill the hunger/food level and health depending on the properties of that item, if it is a drink, it will ...
2020-09-19 17:47:39 +0000 UTC
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Today also I am going to continue to work on bow and arrow system for the unreal open world project. This time we are going to focus on some improvements to the aim offset asset and blending it with the locomotion and other animations we have in the character animation blueprint.
password : codelikeme_open
2020-09-16 19:35:10 +0000 UTC
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Today I am going to do a little experiment on how to render waterline, a split view of above water and underwater when we place the camera at the water level. Here what I intend to have is above the water line, there should be a normal rendering of the surrounding and under the waterline, there should be some underwater fog like effect to show the difference. Also, there is a wave effect on the water surface which changes the water level with time and that should also be taken into...
2020-09-13 20:27:55 +0000 UTC
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In this episode of the unreal engine side scroller project, I am going to implement melee attacks for AI controlled npc character. the AI character will attack the player or any other enemy character if it can see the opponent and if the opponent is withing the defined attacking range. If the opponent is further, it will come closer to the opponent before starting to attack. If the opponent leaves the area, AI character will sheath the weapon.
password : codelikeme_npcattac...
2020-09-12 18:36:16 +0000 UTC
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Here is the first episode of the miniseries I am doing on birds in unreal engine. Here I am going to cover BIRd characters, animations, flocking and Flying controlled by AI with reactions to player character or any other threats. In the first episode, I am going to create the bird character, bird animation blueprint for ground locomotion and flying and then assign an AI_Controller class to randomly walk around and eat stuff on ground.
password : codelik...
2020-09-10 20:38:40 +0000 UTC
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Here is the updated version of the dynamic procedural nature system I have developed in unreal engine 4.25. Here the whole world changes its appearance according to the season of the year. We have implemented seasonal color changes, tree leaves reduction in fall and snow cover in the winter, snow melting and growing leaves back in the spring. This works seamlessly in the run time of the game. we have yet to implement snow particles and other effects
2020-09-09 19:29:30 +0000 UTC
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This is the 4th part of the procedural animation system i am working on for 4 legged characters. Here, I am going to implement a way to keep the head straight when the deer character is walking on a sloped surface. This will add more realism and a dynamic nature to the animations of the character. Previously, when the character moves up on a ramp, it will look upwards along the direction of the ramp, similarly when walk down, looks downwards. same techniques can be used to a ...
2020-09-07 18:41:05 +0000 UTC
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In this episode of the unreal engine side scroller project, I am going to get started with the AI controller for the NPC enemy character. I am going to give the npc character vision by adding a sight perception component to it. when the enemy see the player, he will equip the weapon and when the player go out of the sight of the enemy, he will sheath the sword. Support my work : https://www.patreon.com/code...
2020-09-05 20:30:01 +0000 UTC
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This is the part 6 of rootmotion based locomotion system I am working on in unreal engine. In the current animation blendspace I am using for the locomotion of this root motion based character, I haven't added any diagonal walking or running animations. As a result of that, my character shows a kind of a slowed down animation behavior when the character movement direction is being changed before character is fully aligned with the movement direction. Today, i am going to fix that p...
2020-09-05 07:29:59 +0000 UTC
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This is the 6th episode of unreal engine multiplayer first person shooter series. Here I am going to create a grenade throwing system with damage. By throwing a grenade, player can kill the surrounding enemies in the grenade explosion location and this system will support replication, so can be used for a multiplayer game. Before throwing the grenade, player can see where the grenade going to hit as we display the predicted projectile path.
password : codelikeme_grenad...
2020-09-03 19:21:00 +0000 UTC
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Today, I am going to show you how to add a animated mouse cursor in unreal engine. There are two ways to add custom cursors in unreal engine. Software cursors and hardware cursors. Hardware cursors don't depend on the fps of the game like software cursors. But in software cursors, we can do advanced stuff like animations as they are implemented as UMG widgets.
password : codelikeme_cursor
2020-09-02 18:00:00 +0000 UTC
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This is continued from this sliding door tutorial(https://youtu.be/N6WfhGvovA4) i did a while ago. There I implemented a slide and swing door. This door contains 5 panels and the right most panel will be used as the master door and if the player wants, all the panels can be slide into the right and fully open the panoramic door. When player go near the door, a widget attached to the door will pop up and say ...
2020-08-27 19:05:10 +0000 UTC
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In this episode of the unreal engine side scroller project, I am going to show you how to implement melee or sword attacks. Here, the character has 4 different attack animations and when the player press attack button, character will do one of the attacks randomly. Also with some grunt and swoosh sounds to make it feel more alive.
password : codelikeme_melee
2020-08-26 19:14:27 +0000 UTC
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In this unreal engine tutorial, I am going to show you how to disable game character inputs and enable the UI inputs and make the mouse visible when we open the inventory UI in the game. So the player will be able to interact with the ui using the mouse pointer. After we close the inventory, usual character control inputs will be enabled back and mouse pointer will disappear. The inventory can be close with the close button in the ui or with a key input. So, I will show how to enab...
2020-08-25 18:57:04 +0000 UTC
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Today, I am going to work on aligning the yaw component of the aiming system of bow and arrow system with the player's view. So, as the player look to the left and right while aiming, character will turn to those directions only with the upper body to align the bow to aiming direction. To improve this system, we will add 4 more additional animations to the bow and arrow aim offset asset.
password : codelikeme_bowyaw
2020-08-24 18:41:21 +0000 UTC
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In the default VR template of unreal engine, in HMD locomotion, player can only teleport on the flat area where player can look at. if player wants to move back, player first has to turn and look back physically. This is not practical for a sitting play position. If the player prefer to play the VR game while sitting on a chair, can rotate 180 degrees back. So, I am going to add 2 more inputs where player will be able to turn left or right instantly without actually turning. also a...
2020-08-23 18:36:46 +0000 UTC
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Here is the updated version of the open world dynamic weather raining system I worked on previously in open world series. I have updated the system to work with unreal engine 4.25 here. You can download it using the link above. as the rain starts, rain particles and sounds will also be activated and the wetness of the world will be gradually increased. After rain is stopped, world will be dried in some time. Also the water droplets and leaks will start to appear on the s...
2020-08-21 17:59:31 +0000 UTC
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This is the 5th episode of unreal engine multiplayer first person shooter series. But the today's episode is independent from the previous episodes. Here I am going to make a trajectory to show the path of the grenade to allow player to target the grenades. The trajectory will be implemented with the help of a spline component and spline mesh components inside unreal first person character blueprint.
password : codelikeme_trajectory
2020-08-20 19:17:35 +0000 UTC
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In the previous episodes of the procedural animations for 4 legged characters series, I focused on aligning the character body and adapting the legs to the changes in the terrain. Today, I am going to improve the animation blendspace used for the locomotion of the character by enabling a root motion enabled locomotion blendspace. Here, specially the turning of the character would look more realistic compared to the previous implementation. same techniques can be applied...
2020-08-18 18:55:13 +0000 UTC
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In this episode of the unreal engine side scroller project I am working on, I am going to add a melee weapon blueprint to the character, The character can equip the sword when I press the attack button if it is not already equipped. Initially, the weapon would be hanging by the hip of the character and with a draw sword animation, the sword will be attached to the hand of the character and remain there until the weapon is sheathed.
password : codeLikeme_side<...
2020-08-16 19:14:39 +0000 UTC
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In this unreal engine tutorial, I am going to create wolf character which can be controlled by player. The wolf character will be able to walk and run and the locomotion will be handled by a 2D animation blendspace with all root motion enabled animations.
password : codelikeme_wolfcontroller
2020-08-15 21:31:00 +0000 UTC
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