Project files : https://www.patreon.com/posts/38654281 Today, I am going to implement a locomotion system in unrealengine which supports moving on vertical surfaces. Just like character run on ground, character would be able to run on vertical surfaces like walls similar to spiderman and naruto games. Also, when the character do the wall running, I am going to use an anime/naruto style running animation  ...
2020-06-26 20:30:10 +0000 UTC
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Part 1 of this series in the procedural animations system for 4 legged characters I worked on aligning the character to the ground with an angle, along the characters forward angle. That means, it doesn't take into account of the ground angle between left hand and right hand of the character. Only the difference in vertical level between forward and back legs. Today, i am going to improve it so that the front legs will also align to the ground along the right angle of the cha...
2020-06-25 19:01:47 +0000 UTC
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In this tutorial, I am going to show you how to implement a jump over walls or a vaulting mechanism in unreal engine. Also, I am going to show you how to fix the camera snapping problem we had with the running slide mechanism we implemented previously so that the camera will smoothly follow as the character slide under obstacles. With the running slide and jump over walls, we can make pretty interesting gameplay situations.
password : codelikeme_jumpover
2020-06-23 18:59:07 +0000 UTC
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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 aim offset. Now that we have implemented the aim offset asset, Let's see how to integrate that into the animation blueprint to actually use it in the game. Support my work : https://www.patreon...
2020-06-23 06:08:46 +0000 UTC
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Project Files : https://www.patreon.com/posts/38469692 In this episode of my unreal engine third person shooter series, I am going to continue on creating the aim offset asset I started in the previous episode. Here, I will create all the poses required for Look up, Look Down, Left, Right and center Support my work : https://ww...
2020-06-23 06:01:25 +0000 UTC
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Project Files : https://www.patreon.com/posts/38469692 In this episode of my unreal engine third person shooter series, I am going to re-work on aiming mechanism. The plan is to create an aim offset asset to be used in the aiming function to keep the gun aligned with the reticle in the middle of the screen. As the player look up and down, the character will turn to respective direction using the aim offset. P...
2020-06-22 03:07:35 +0000 UTC
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Here is the demo and project file of aim offset system I developed for third person shooter series. Tutorial for this part will be soon available. Aim offset asset is used in the aiming function to keep the gun aligned with the reticle in the middle of the screen. As the player look up and down, the character will turn to respective direction using the aim offset. Previously I have done ths using transform modify bone nodes in animation blueprints, but I wante...
2020-06-21 21:31:00 +0000 UTC
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In this episode of unreal engine survival tutorial series, I am going to implement a way to switch the character state between injured/weak and fit/regular state. when the character is in the injured or weak state, the walking speed will be slower and the animations will be different to show the weakness of the body. In the fit or regular state, the character can run and the speed will be normal. Also the animations are regular walk, run animations. The injured state will be ...
2020-06-20 21:30:59 +0000 UTC
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In this tutorial, I am going to show you how to implement a running slide mechanism in unreal engine. if the player press the crouch button while running, the player character will perform a sliding animation which allows it to slide under the obstacles.
password : codelikeme_slide
2020-06-19 20:31:00 +0000 UTC
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In this episode of unreal engine open world series also I am going to add a ride able deer into to the project. Player will be able to ride the deer in the game world just like riding horses. I am going to implement the rideable deer same way I have implemented rideable horse as I have covered previously in the open world tutorial series. Horse riding playlist : https...
2020-06-18 19:18:54 +0000 UTC
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In this episode of unreal engine open world series also I am going to connect both knob based climbing and ledge based climbing. Player will be able to move on vertical walls by hanging onto the knobs on the wall and also move on ledges. Can move from wall to ledge and ledge to wall as well without any issue. Like my facebook page for more content : https://www.facebook.com/gamedevelopersclub/ Fol...
2020-06-17 21:03:29 +0000 UTC
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Here is a way to make the 4 legged characters to adapt their movement animations to the slope of the ground easily.
password : codelikeme_deer
2020-06-15 20:01:40 +0000 UTC
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Here is the updated project files of Survival game which contains the checkpoint based progress save and load system.
password : codelikeme_survive
2020-06-15 04:08:30 +0000 UTC
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I started working on a modular character customization system in this video. https://youtu.be/AM-CzvkYkbs Today, I am going to continue on that. So, when there are different characters such as male/female or different classes, the options available for customization also should be different. For example, male character has some set of options for hair, female has different set of options. Today, I am going to find a wa...
2020-06-12 17:41:47 +0000 UTC
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Project Files : https://www.patreon.com/posts/36958341 In this episode of my unreal engine third person shooter series, I am going to re-work on camera controls when the character is in third person perspective without aim down. Here I am keeping ghost recon wild-lands as a reference and position the character in a way similar to that in the screen. The character will keep looking at the same direction if we ...
2020-06-10 16:42:23 +0000 UTC
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This is a continuation of the aerial takedown system I worked on before. This time, I am going to implement a double takedown system. When there is another enemy near the first enemy that we do the aerial takedown, we can quickly perform a secondary kill on the other enemy. Somewhat inspired by assassins creed games double takedown/secondary kill systems.
password : codelikeme_dual
2020-06-08 18:59:29 +0000 UTC
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In this episode, I am going to implement a stealth takedown system which involves the player and enemy character. To see this actionproperly, both characters should play the parts of their animations and they should be properly synchronized in time and location/rotation to see the connection between two characters. Player character will come from behind the enemy and do the takedown.
project files password : codelikeme_takedown
Support my work : 2020-06-08 02:50:37 +0000 UTC
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In this tutorial, I am going to create a simple four legged character which can be possessed and controlled as the the player character using a stag as the character. And then I am going to focus on how to use unreal two bone IK system to properly place the character's four legs on the surface when it walks on uneven ground. Same method can be applied to any 4 legged character such as a horse, tiger or any other animal.
Project files attached below.
pwrd :...
2020-06-03 02:39:34 +0000 UTC
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In this episode of unreal engine survival series, I am going to implement save game function. Character properties such as health, hydration, hunger will be saved into a save file which will be loaded in the next time when the game is started to restore the state of the game. Save game function will be implemented in the gameinstance blueprint and the game will be saved when the character sleep.
password : codelikeme_survived
2020-05-30 18:50:20 +0000 UTC
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Project Files : https://www.patreon.com/posts/36958341 In this episode of my unreal engine third person shooter series, I am going to re-work on 8 way locomotion system. The difference is, this time, the movement is completely based on the rootmotion of animations. That means, the movement will be achieved through playing the respective blend of root motion enabled animations to get the player intended moveme...
2020-05-28 15:22:12 +0000 UTC
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Project files : https://www.patreon.com/posts/37376456 This is the 4th part of the VR shooter tutorial series I am going to do. In this episode, I am going to show you how to create destructible objects such as water bottles. When we shoot them, they will be broken into pieces with appropriate sound effects. The destruction will happen using apex destruction system. Support my work : 2020-05-27 17:10:57 +0000 UTC
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Project files : https://www.patreon.com/posts/37376456 This is the 3rd part of the VR shooter tutorial series I am going to do. In this episode, I am going to work on actual shooting part. This is the way shooting happens. First, a muzzle flash particle effect will be played at the muzzle of the gun along with a shooting sound. Then, using a line trace that emits from the nozzle of the gun into forward direct...
2020-05-27 16:57:10 +0000 UTC
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Project files : https://www.patreon.com/posts/37376456 This is the second part of the VR shooter tutorial series I am going to do. In this episode, I am going to implement animations for the gun and hand for shooting. When the player press the trigger again, an animation will be played on the hand mesh to show the gun is actually triggered. Support my work :
2020-05-27 16:56:24 +0000 UTC
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I'm wondering how did you guys found my content for the first time.
2020-05-25 15:59:29 +0000 UTC
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This is another request from one of the patrons. Here I am going to implement a modular character customization system where the player is able to customize the different body parts of the avatar such as hair, face, torse..etc. In the character customization page, the player will be shown with the available hair styles and different faces which can be applied to the base mesh of the player avatar. This system will be implemented using the master pose component feature in unreal engine. ...
2020-05-25 15:25:44 +0000 UTC
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This is the first part of the VR shooter tutorial series I am going to do. In this episode, I am going to show you how to grab the gun. When the gun is near the hand, we can grab the gun by pressing trigger button in VR controller, and then the gun will be properly placed on the hand mesh and the index finger will be aligned with the gun trigger properly while other fingers are around the grip. When the player press the trigger again, an animation will be played on the hand mesh to show the g...
2020-05-21 18:41:50 +0000 UTC
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Project Files : https://www.patreon.com/posts/37265722 In this episode, I am going to continue with the aerial takedown system I worked on last episode. Today, I am going to work on detecting the enemy part and highlighting the enemy to show the player that an aerial takedown can be performed on that particular enemy. Support my work : 2020-05-21 18:25:42 +0000 UTC
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In this video, I am going to re implement the 8 way locomotion with root motion enabled animations
2020-05-19 18:15:02 +0000 UTC
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In this episode, I am going to implement an aerial takedown system. When the enemies are below the player character, character will be able to launch into air and land on the enemy character from above with a lethal aerial takedown attack. I am refering to aerial takedown systems (or air assassination) in assassins creed games for this.
password : codelikeme_aerial
2020-05-18 19:49:31 +0000 UTC
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In this episode, I am going to implement a way to walk on narrow beams in unreal engine. when the character enter to a narrow beam, he will automatically reduce speed and go to a different animation blendspace which shows the cautiousness of walking on a narrow beam and as the character exit the beam section, speed and animations will return to normal. Also, even if the player is not directly looking along the beam, the character will stick to the beam as it moves without walking ...
2020-05-16 20:21:00 +0000 UTC
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