In this unreal engine tutorial, I am going to show you how to change the character skeletal mesh in the runtime of the game in unrealengine. As we play the game, we can change the character into a deer, a dragon and back to a human anytime we need seamlessly. I have done this to emphasize the use of interface to communicate between blueprint without creating concrete dependencies. Thus the coupling of the system will be reduced. The same third person character blueprint will work w...
2020-08-14 18:15:22 +0000 UTC
View Post
password : codelikeme_flash
Today, I am going to implement a flash light with a light function for the unreal first person template. A light function is a material that can be applied to a light to filter the intensity of the light across the projection. When we project a real flash light onto a surface, the light intensity is not uniform on each point of projection, we can see some artifacts such as bright spots in the middle and sometimes rings, lines..etc on the...
2020-08-13 17:44:50 +0000 UTC
View Post
In this episode of unreal engine survival tutorial series, I am going to continue with the inventory system. Today, let's implement a wiget to represent resource types or any item in the inventory. This item widget will be displayedin the slots of inventory and when we click on once of the items, the item name and a short description about that item will be displayed in the bottom of the inventory panel.
password: codelikeme_srvinvitems
2020-08-12 18:51:11 +0000 UTC
View Post
In this unreal engine tutorial, I am going to implement 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 press (E) to open master door, press (F) to fully open door. and according to the input, doors will open.
password : codelik...
2020-08-11 18:24:40 +0000 UTC
View Post
In the last episode of the unreal open world series, we worked on an aim offset asset for the character aiming with bow and arrow and integrated it with the character animation blueprint. But the arrow at right hand and the bow in the left hand don't exactly match when the character move the aim up and down. Today, I am going to see how to fix those issues in the system to match the arrow and the bow at all times no matter which direction is character trying to aim.
pa...
2020-08-10 18:30:34 +0000 UTC
View Post
This is the part 5 of rootmotion based locomotion system I am working on in unreal engine. Here I am going to walk on stop walking and stop running animations. When the player release the movement inputs, instead of lerping the movement speed to 0 and playing the walk animations accordingly in the blendspace, we don't get the proper movement stop feeling, So, I am going to add dedicated animations for those instances. Also, these animations are synchronized with the current state ...
2020-08-08 18:45:25 +0000 UTC
View Post
This tutorial is continued from the "Throwing objects with projectile prediction in unreal" video I did recently. Today, I am going to implement a touch input system on this project so we can control this game in a mobile device with a touch interface. There will be 2 visual thumbsticks on the screen and the left thumbstick will control the character movement and the right thumbstick will control the projectile/throwing object system I have implemented in this project. A single to...
2020-08-06 17:29:33 +0000 UTC
View Post
In this episode of unreal engine survival tutorial series, I am going to start implementing an inventory system to manage the resources of the player gather in the game. For this, I am going to use red dead redemption satchel as a reference and in this episode, I will be working on the basic layout of the inventory widget with UMG system in unreal engine.
password : codelikeme_srvinv
2020-08-05 18:44:10 +0000 UTC
View Post
This is the part 4 of rootmotion based locomotion system I am working on in unreal engine. Here I am going to implement a root motion enabled animations based jumping system. ALso, I am going to synchronize the jumping animation with the movement animations by changing the leg used to eject from the ground. If the player press jump button while the character is running the left leg on ground, character will push the left leg and get required force, similarly, if the right leg is on grou...
2020-08-04 18:13:40 +0000 UTC
View Post
This is the part 4 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. But still, they are using a static or previously generated navigation mesh. If we are to use this system in a huger game world, It might not be practical to use static navigation. We will need a dynamic navigation system. Today, I am going to...
2020-08-03 17:46:40 +0000 UTC
View Post
This is the 4th episode of unreal engine multiplayer first person shooter series. Today, am going to implement bullet damage on the characters. So, we will be able to shoot on other characters in the multiplayer environment and there health levels will be reduced and a hit reaction animation will be played. When the health level drops to 0, they will die. Also, I am going to implement a widget which shows the health level of each character over there head, a simple healthbar. &nbs...
2020-08-02 02:16:07 +0000 UTC
View Post
Today, I am going to implement a realistic scope for a gun. Whatever we see through the scope will be physically magnified and player can actually see a magnified view through the scope while keeping the same regular view around the the scope. This method can be applied to a VR gun or any other gun type as well.
password : codelikeme_scope
2020-07-31 18:58:54 +0000 UTC
View Post
This is the part 3 of the mini series I am doing on a pedestrian system in unreal engine. In previous episode, I implemented a way to define paths the pedestrians can take when they roam around the city. Today, I am going to implement a way to dynamically spawn the pedestrian characters and make sure that they are always present around the player to make it look like a busy city streets with full of people. But the characters will be spawned and maintained their life cycle accordin...
2020-07-29 18:48:31 +0000 UTC
View Post
Project Files :https://www.patreon.com/posts/44440750
In this episode of my unreal engine third person shooter series, I am going to continue with aiming and turning. Last time we implemented a way to turn the character upto some limit turning happens only in the upperbody. after that limit is exceeded, the character has to turn with foot and align the body with the aiming direction
password...
2020-07-29 18:14:21 +0000 UTC
View Post
Project Files : https://www.patreon.com/posts/38469692 In this episode of my unreal engine third person shooter series, I am going to continue with aiming and turning. Last time we implemented a way to turn the character upto some limit turning happens only in the upperbody. after that limit is exceeded, the character has to turn with foot and align the body with the aiming direction Support my work : <...
2020-07-26 08:24:08 +0000 UTC
View Post
Project Files : https://www.patreon.com/posts/38469692 In this episode of my unreal engine third person shooter series, I am going to continue with aiming, Here, I'm gonna show you how to make the character turn only with the hips upto a certain limit, So, when the character exceed that limit, character has to rotate with the fott using a turning animation,. Support my work : 2020-07-26 08:11:48 +0000 UTC
View Post
Today, I am going to start a new tutorial series on a multiplayer first person shooter game. In the first part, we are going to setup a basic multiplayer game using the first person template and then change the template to replicate the physics interactions in the world and projectiles. So, when any player regardless of being a client or the server, shoot, all other players will see the projectiles and projectiles can interact other objects in the world.
password : co...
2020-07-25 17:57:12 +0000 UTC
View Post
This tutorial is continued from the "Projectile Trajectory in Unreal - Part 2" video I did recently. Today, I am going to implement an object which can be thrown from the character according to the predicted path in projectile prediction system we have already worked on. This approach can be used to implement gameplay mechanics like throwing rocks, throwing grenades ..etc.
password : codelikeme_throwable
2020-07-21 19:30:28 +0000 UTC
View Post
In this episode of my unreal engine third person shooter series, I am going to continue with aim offset. Now that we have integrated the aim offset asset we created into the animation blueprint, we have few issues in our gun placement on hand. We are going to fix those issues in this episode Support my work : https://www.patreon.com/codelikeme
2020-07-21 16:57:59 +0000 UTC
View Post
Last time we worked on how to create a projectile path in unreal engine which predicts the path of some object like a rock the character can throw. Today, I am going to make the trajectory change with mouse input so that player can change the trajectory target. If player move mouse forward, trajectory will aim move up, respectively downward with mouse backward movement. Also, the trajectory direction left/right and horizontal component of the trajectory velocity can be changed with ...
2020-07-19 17:48:29 +0000 UTC
View Post
This is the part 1 of the mini series I am doing on a pedestrian system in unreal engine. Here, I am going to focus on a way to define the paths that pedestrians can take. For example, if we take a city, there are streets, zebra crossings and sidewalks. Even though the whole area is navigable, in a normal situation, pedestrians should only take the sidewalks and cross streets on zebra crossings. That's what I am going to walk on this episode. After that, I am going to address topics...
2020-07-16 19:21:16 +0000 UTC
View Post
In this episode I am going to show you how to properly capture scenedepth of the scene in unrealengine to make a 3D photo in facebook. I have already covered this topic in a previous video, but there were some issues in the method I used to capture the scene depth into a black and white image. Here, I am going to developed a post process material to properly render the scene depth where closer means white and further means black.
2020-07-15 17:10:27 +0000 UTC
View Post
In this episode of unreal engine open world series, I am going to create an aim offset asset for to be used with the bow and arrow system. I had already implemented a way to aim the bow and arrow towards the reticle using bone modification based approach. but the results were not satisfactory. SO, I am going to revamp the bow and arrow aiming system using the aim offset asset in animation blueprint. Here, I am going to create aiming poses for all directions using the center idle ai...
2020-07-14 18:08:08 +0000 UTC
View Post
In this episode of unreal engine survival tutorial series, I am going to implement a fruit plant where player can eat the fruits. When player eat fruits, it will increase the food bar level. Ad the fruits from the plant will be vanished. player can't eat again until they are replenished.
password : codelikeme_fruits
2020-07-08 19:26:38 +0000 UTC
View Post
Here is a demo of portal and teleport system I have implemented in unreal engine. Using this system, player can see through the portal door to an alternative location in the map, it will look just like we are looking at that place through the door from that place, except player is not in that target place. Also, if player walk through the door, he will be instantly teleported to the location we could see through the teleport door.
password : codelikeme_portals
2020-07-07 17:35:57 +0000 UTC
View Post
Usually, the character movement in unreal is handled by adding movement inputs. The problem in this approach is, we have to match the animation speeds manually to actual movement speed of the character. Today, I am going to show you a way to completely drive the character locomotion with a 2d blendspace with rootmotion enabled animations. In this approach, character's movement and the animations match perfectly without any sliding of the foot on ground as the actual motion is drive...
2020-07-03 21:30:01 +0000 UTC
View Post
In this episode of unreal engine survival tutorial series, I am going to implement the hunger level or the food level of the character and connect it with the progress bar on the hud which represent how full the character is. With time,t he food level will deplete and character will become hungry. To show that to the player, the food icon in the hud will start to blink when the hunger progress bar percentage is below 10%.
password : codelikeme_hunger
2020-07-01 18:10:20 +0000 UTC
View Post
In this episode of unreal engine open world series, I am going to implement a dragon riding system. Player will be able to hop on the dragon and fly around the world. The system will be similar to horse and other animal riding systems we worked on previously. Please note that I will not be sharing the dragon model with the project files as I don't own that asset. you have to get it from marketplace and copy into DesertDragon folder before opening the project. Here is the...
2020-06-29 19:54:49 +0000 UTC
View Post
In this episode of unreal engine open world series I'm trying to refine the mount and dismounting of rides. In this case, I am riding a deer. But the same method can be applied to ride a horse as well. when the character go near a ride able horse/deer, and press E, character will mount the horse and can ride it with usual WSAD movement inputs. if the player press E again, the character will dismount the animal currently riding.
password : codelikeme_ride
2020-06-28 18:38:54 +0000 UTC
View Post
Thanks everyone. you deserve the biggest thank of this achievement. :)
2020-06-28 05:02:44 +0000 UTC
View Post