Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source%20code In this episode, I am going to make the civilian AI to make the farmers work on farm. They will walk around there farmland and do some farming work. The working location will be random inside the farm and the work they perform will be selected from an array of available animation montages which represent working. Fa...
2020-01-12 11:20:02 +0000 UTC
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In the episode 38 of unreal engine third person shooter tutorial series, we are going to make implement weapon drop feature for the soldiers. When a soldier character is killed, the weapon on hand of the character will be detached and it will start simulating physics so it will drop on the floor like a physics object. Also, it will physically interact with other physics objects as well. Download Project : 2020-01-10 08:08:10 +0000 UTC
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In the resident evil style fixed camera system, the angle player looking at the character changes time to time when the camera changes. So, the inputs should work in relation to the current camera angle. When player press move forward button, the character should walk away from camera and with move backward button, usually S in WSAD scheme, character should come towards the camera. I am going to implement this behavior today.
2020-01-09 17:41:49 +0000 UTC
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This update contains the Updated Civilian character with a basic AI, his farm created with procedural tools and the updated landscape material as of episode #341 in unreal open world series.
Use this Download Link : https://1drv.ms/u/s!ArEOXGkzF8ujoyZhbGm8LQqRkFB2?e=tlB8zP
2020-01-09 02:57:54 +0000 UTC
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Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source%20code In this episode, I am going to create a farmland for the civilian characters to work. For this, I am going to use the procedural level design tools i created recently. You can download those tools in above link. support my work here : https...
2020-01-08 17:29:37 +0000 UTC
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Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source%20code In this episode, I am going to fix modify my landscape material in such a way that I can paint soil layer on the ground wherever I want without automatically spawning grass. I needed to do this because I had to clear some area in the landscape to make some farmland for the civilian characters to farm. support ...
2020-01-08 17:28:21 +0000 UTC
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Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source%20code Character model download : https://www.patreon.com/posts/32893655 Today, i am going to start implementing the civilian AI for my game. First, I will create an AIController class caled AI_Civilian and then I'll create a behavior tree...
2020-01-07 15:11:24 +0000 UTC
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Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source%20code Character model download : https://www.patreon.com/posts/32893655 Today, i am going to start implementing the civilian/npc character for my game. The first step is, I am going to download idle, walk and run animations for the fuse+mixamo create...
2020-01-06 16:00:14 +0000 UTC
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Download Project : https://www.patreon.com/posts/31567533 In this episode, we continue to work on the physics constraints of the ragdoll/physics asset (Phat) of the third person shooter game we are working on. The physics constraints are used to define the connection between physics bodies in the ragdoll and their joint properties such as how much they are allowed to rotate, how far they can move apart ..etc....
2020-01-06 05:30:00 +0000 UTC
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Download the character model I have used for civilian character in unreal engine below. Only the Brute.fbx contains the mesh and textures. Other files contains the animations only.
2020-01-05 18:42:49 +0000 UTC
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Download Project : https://www.patreon.com/posts/31567533 In this episode, we are going to work on the physics constraints of the ragdoll/physics asset (Phat) of the third person shooter game we are working on. The physics constraints are used to define the connection between physics bodies in the ragdoll and their joint properties such as how much they are allowed to rotate, how far they can move apart ..etc...
2020-01-05 05:30:01 +0000 UTC
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Download Project : https://www.patreon.com/posts/31567533 In this episode, we are going to setup physics bodies of the physics asset of the soldier character we are using in our third person shooter game. We are going to optimize the physics bodies to properly match the limbs of the character. we are going to use the ragdoll in the game, when the character is dead. Full Third person shooter series : 2020-01-04 05:20:08 +0000 UTC
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Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source%20code I am going to create a custom character to be used as a civilian in the game I am making. To make this character, I am going to use Adobe Fuse cc, which is a free tool to make human characters and Adobe mixamo to rig and animate the character created with adobe fuse. So far, I have completed the character in f...
2020-01-03 18:06:34 +0000 UTC
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Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source%20code Today, I am going to create a custom character to be used as a civilian in the game I am making. To make this character, I am going to use Adobe Fuse cc, which is a free tool to make human characters and Adobe mixamo to rig and animate the character created with adobe fuse. support my work here :
2020-01-03 18:05:24 +0000 UTC
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In the last part of this series, we worked on a fixed camera system similar to the one we see in early resident evil games. Today, we are going to make an on rail camera system where the camera will be following the player on a fixed rail or a pre defined path. We can see this type of cameras in resident evil games in places like corridors, the camera will be following the player.
2020-01-02 16:09:42 +0000 UTC
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In the horse riding system, after adding climbing system code to the character, the two systems showed some contradictions and as a result of that, sometimes, the rider character attached to the horse, flies away and disappear. I'm going to find out what causes this odd behavior and how to resolve that bug. support my work here : https://www.patreon.com/codelikeme #CodeLikeMe #unrealengine...
2020-01-02 16:08:43 +0000 UTC
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Today, I decided to take a look at the horse riding system again, because I got few complains about the horse riding and some bugs in the system after updating and adding new features to the project. So, I found out there are some camera and spring arm related issues in the sysema ndd this episode covers the fixes of those issues. support my work here : https://www.patreon.com/codelikeme #CodeLikeMe #unreal...
2020-01-02 16:08:11 +0000 UTC
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Project Files : https://www.patreon.com/posts/33677599
We are working on an advanced procedural foliage spawner which allow us to set the boundaries of the area we want to spawn foliage with a spline. This can be used to create things like crop fields. Today, we are going to add some noise to the locations of the spawned meshes by this system to give some randomness. So, it would look more n...
2020-01-01 16:22:28 +0000 UTC
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In this new year, I wish you all the success in your projects, career and all aspects of your lives. Thanks for supporting me through the year and together let's reach the unreachable. Let's expand the limits of possibilities. Let's nail the next year in style.
2019-12-31 19:08:00 +0000 UTC
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Download Project : https://www.patreon.com/posts/31567533
In the aiming system of the third person shooter game we have developed so far, there are some alignment issues in reticle and camera when the character is on courch mode. Today, I am going to find a way to fix that issue. Full Third person shooter series : 2019-12-31 07:44:41 +0000 UTC
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This update contains the procedural crop field system blueprint as of the episode 333 in open world series.
2019-12-30 15:33:38 +0000 UTC
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In the last part of this series, we worked on a fixed camera system similar to the one we see in early resident evil games. Today, we are going to find a way to switch the camera when character walks out of the view of the current camera. For example, when character walks into another room, or pass a corner in a corridor where the character is no longer visible to the camera, we need to switch to a different camera.
2019-12-29 18:41:13 +0000 UTC
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In this episode, I am going to create a fixed camera system in unreal engine 4, which is similar to the fixed camera we can see on earlier resident evil games where player get to observe the character from a fixed position like a cctv camera placed on a wall. support my work : https://www.patreon.com/codelikeme
2019-12-29 18:39:26 +0000 UTC
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Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source%20code We are working on an advanced procedural foliage spawner which allow us to set the boundaries of the area we want to spawn foliage with a spline. This can be used to create things like crop fields. In last episode, We implemented manual editing for each instance of procedurally placed meshes, but the changes were no...
2019-12-29 18:38:18 +0000 UTC
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Download Project : https://www.patreon.com/posts/31567533
Here is the Episode 32 of Unreal Engine Third Person Shooter tutorial series, How to implement character death. When the character is hit by bullets, the health of the character will be reduced by the damage caused by the bullets. When the health level reaches 0, the character will die. It will be simulated by enabling ragdoll mode of the character after ...
2019-12-27 01:50:53 +0000 UTC
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2019-12-25 09:23:42 +0000 UTC
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Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source%20code We are working on an advanced procedural foliage spawner which allow us to set the boundaries of the area we want to spawn foliage with a spline. This can be used to create things like crop fields. In last episode, we finished the system by implementing the function to place meshes. But, just like in procedural road...
2019-12-24 18:47:23 +0000 UTC
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In this tutorial, I am going to take 2 unreal marketplace templates (Horror Engine Reloaded & Third person character interaction) and put them into a single project to use the features of both templates in a single game. As the first step of that, I am going to resolve inputs of the projects to support both templates and migrate both templates into a single project. support my work here : https://www....
2019-12-23 16:38:31 +0000 UTC
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Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source%20code
We are working on an advanced procedural foliage spawner which allow us to set the boundaries of the area we want to spawn foliage with a spline. This can be used to create things like crop fields. In last episode, we found a way to determine the points inside a given boundaries defined by a spline. Today, we are going...
2019-12-20 12:17:16 +0000 UTC
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Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source%20code We are working on an advanced procedural foliage spawner which allow us to set the boundaries of the area we want to spawn foliage with a spline. This can be used to create things like crop fields because even though the plants itself have some randomization, there is a pattern to a crop field, which is quiet diffic...
2019-12-19 17:58:38 +0000 UTC
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