XaiJu
CodeLikeMe

CodeLikeMe

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CodeLikeMe posts

How to replace Unreal Third Person Mannequin Character

 Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source%20code In this episode, I am going to show you how to easily replace the mannequin character we have in unreal third person template easily with a different character mesh. For this I am going to use a character i downloaded from mixamo and then re-target the complete mannequin animation blueprint for that character and fi...

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Unreal Climbing - Capsule Trace Before Climb - UE4 Tutorial #392

 Project Files : https://www.patreon.com/posts/36050769 In this episode of unreal engine open world series, I am going to further improve the ledge climbing system. Today, I am going to do a check to see if the character can climb up the ledge using a capsule trace. if the capsule trace hits something, that means, the character cannot move up, there is something blocking the character. Like my facebook page fo...

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Design Patters In Game Development II

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Unreal Character Customization System Tutorial

 Project Files : https://www.patreon.com/posts/36136513

This is another request from one of the patrons. Here I am going to implement a character customization system. The player will be able to select and assign equipment to the character from a set of available equipment. in this dem...

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Unreal Third person Shooter #50 - New Exo-skeleton Character Mesh

 In this episode  of unreal engine third person shooter series, I am going to import and retarget a new character mesh for the player character. The new mesh has a exo skeleton, so we can implement stuff like higher jumping, wall running and other interesting mechanics in future.  Download Project :  https://www.patreon.com/CodeLikeMe/posts?tag=source%20code Full Third person...

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Project Files - Character Customization System

Here is the project file of the character customization system i developed in this video
https://youtu.be/B5fmS8vmHNQ

password : codelikeme_customization

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Unreal Third person Shooter #49 - Getting Hit With Layered Animations

 In this episode  of unreal engine third person shooter series, I am going implement a layered animation system so that the hit reaction will be played independent from the character movement footwork. Download Project :  https://www.patreon.com/CodeLikeMe/posts?tag=source%20code 

Full Third person shooter series : 2020-04-17 04:12:30 +0000 UTC View Post

Project Files - Ledge Climbing Animation Improvements

updated open world climbing system as of episode 390

password : codelikeme_landledge

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How to create Ziplines in Unreal Engine

 Project Files : https://www.patreon.com/posts/35975173 I wanted to make a zipline system as in Star wars Last Jedi fallen order game. So, here is my attempt on creating a zipline system in unreal engine where the character can move down the zipline using also move up as in a powered zipline. I am going to create a zipline where you can modify the starting and end position as you please and the line will be au...

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Design patterns in game development

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Unreal Climbing - Climb Up Ledge - UE4 Tutorial #389

 Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source%20code In this episode of unreal engine open world series, I am going to implement climb up on the ledge after he hang on the ledge. In last episode, we implemented a way to detect a ledge and hang on that ledge. Now, usina an animation with root motion, we are going to make the character climb up on that ledge.  supp...

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Unreal Climbing - Hang On Ledge - UE4 Tutorial #388

 Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source%20code In this episode of unreal engine open world series, I am going to improve my character jumping to a predictive jumping system. This part is about hanging the character on a ledge. I did this part a while ago, but i wanted to improve it as there were some bugs and i was not satisfied with the state it was.  supp...

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Project Files - Unreal Ziplines System

Here is the project file of zipline system i implement in unreal engine 4.24


password : codelikeme_ziplines

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Project Files - Ledge Climbing

Ledge Climbing System update as of episode #389 in open world series
password : codelikeme_ledge

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Unreal Third person Shooter #48 - Enemy Bullet Trails

 In this episode  of unreal engine third person shooter series, I am going to improve the visibility of the bullet trails so that the player will be able to clearly see from where he go shot and who is shooting at him. This is very important for the player's experience.  Download Project :  https://www.patreon.com/CodeLikeMe/posts?tag=source%20code Full Third person shooter s...

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[Project Files] Unreal Character Selection - Persistence

 Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source%20code Last Time, we developed a character selection screen in unreal engine. Player is able to select a male or female character and for each gender, there are be multiple characters.  In this part, I am going to show you how to keep those selection, and play the next loaded level with the selected character. In othe...

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Unreal Character Selection

 Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source%20code Today, I am going to develop a character selection screen in unreal engine. Player is able to select a male or female character and for each gender, there will be multiple characters.  The player's selection will be persistent throughout the game. So, the player is able to play the game level with the selected ...

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Third Person Wall Running In Unreal Engine

 Project Files : https://www.patreon.com/posts/35566022 Today, I am going to develop a wall running system using the third person character template in unreal engine 4. Just like in games like prince of Persia, Star wars Fallen Order - Last Jedi, the character will be able to run along a vertical wall in an arc to reach the next platform.  support my work : View Post

Predictive Jump - Launch Velocity - UE4 Tutorial #387

 Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source%20code In this episode of unreal engine open world series, I am going to improve my character jumping to a predictive jumping system. That means, when the character jumps, it already knows where it is going to land if there is something blocking , or if there is simply a ledge or something, character will jump up to a calc...

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Object Inspection in unreal engine II - Dynamic Depth of field

 project Files : https://www.patreon.com/posts/35481926 This is a special request tutorial from one of the patrons.  The objective is to implement an item inspection system. In the last episode, I implemented a way to move the object closer to the camera when we inspect, today, I am going to add a dynamic depth of field effect to focus on the object we are inspecting.   support my work : View Post

Project Files - Wall Running in Unreal Engine

Here is the project file i used for the third person wall running demonstration in unreal engine

password : codelikeme_wallrunner

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Projct Files - Shooter AI

Here is the updated project files as of episode 47 in unreal third person shooter series

password : shootlikeme_ai

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Project Files - Object Inspection In Unreal Engine

Here is the project file of complete object inspection system I developed in unreal engine 4

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Predictive Jump - UE4 Tutorial #386

 Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source%20code In this episode of unreal engine open world series, I am going to improve my character jumping to a predictive jumping system. That means, when the character jumps, it already knows where it is going to land if there is something blocking , or if there is simply a ledge or something, character will jump up to a calc...

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Lecture 7 - Object Oriented Principles In Game Development

 Due to the corona outbreak, The local universities are closed and as a result, we have to conduct the lectures through internet. So, here is the 2nd video lecture I have recorded. This time we are going to discuss about Object Oriented Programming Priciples (OOP) and how to use them in game development. We are going to discuss about basic principles such as inheritance, encapsulation polymorphism and abstraction using examples in game development. Also the coupling and cohesion in a sof...

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Project Files - Water Leaks on Camera

Here is a sample project with the water leaks on camera effect I have developed.

password : codelikeme_waterleaks

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Safely Destroy Actors When Out Of Range and Not On Screen - UE4 Tutorial #385

 Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source%20code In this episode of unreal engine open world series, I am going to create a system to destroy the NPC characters who are far away from the player more than a certain threshold safely. that means, even if they are far away, if the player can see them in distance, they won't vanish, they will only vanish once they are ...

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Unreal Third person Shooter #47 - NPC shooting AI Behavior Tree

 In this episode  of unreal engine third person shooter series, I am going to implement a shooting AI system using behavior trees. When the player is visible for the enemy NPC characters, they will start shooting at player, if player go out of there visibility range, they will stop shooting.   Download Project : https://www.patreon.com/posts/31567533 Full Third person shooter series : 2020-03-27 12:35:24 +0000 UTC View Post

Inspect Objects in Unreal Engine

 project Files : https://www.patreon.com/posts/35152293 This is a special request tutorial from one of the patrons.  The objective is to implement an item inspection system. In the last episode, I implemented a way to highlight the object when the mouse hovering the object. Now, I am going to move the object closer to the camera to inspect the object when the mouse left is clicked and put back the object ...

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Open World NPC Spawner - UE4 Tutorial #384

 Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source%20code In this episode of unreal engine open world series, I am going to create an NPC spawning system based on the players location. As you know, in an open world game, we can't afford to manually place all the characters we need in the editor and also we can't keep as many as characters we need in the run-time of the gam...

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