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...
2019-12-18 17:03:22 +0000 UTC
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Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source%20code In this episode, I am going to implement 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...
2019-12-18 17:02:47 +0000 UTC
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Here are some of the level Designs we have done for our upcoming title Nero by Arimac Studios. Everything is rendered in unreal engine 4.
2019-12-18 17:02:02 +0000 UTC
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Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source%20code In this episode, I am going to implement fall damage for my character in open world game. Based on the height of the fall, damage amount will be changed. But there will not be any damage for a simple jump. The damaging will start after a certain threshold of the vertical component of the velocity at the moment of im...
2019-12-18 17:01:18 +0000 UTC
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Here is the blueprint of procedural crop fields system I have developed.
2019-12-16 03:57:49 +0000 UTC
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Download Project : https://www.patreon.com/posts/31567533 Here is the preview Episode 32 of Unreal Engine Third Person Shooter tutorial series, How to implement bullet hit reactions for characters. when we shoot other characters with the gun, they should show some kind of a reaction to emphasize that they got hit by the bullet. In this episode, i am going to show you how to play a hit reaction animation monta...
2019-12-11 01:30:01 +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 vertical structure like a building with the procedural level creation tool I have developed in previous episodes. As i am using the same tool I created to make procedural roads and bridges, this will also be created from hierarchically instanced static meshes
2019-12-10 19:05:53 +0000 UTC
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Material Code : https://www.patreon.com/posts/32195142 Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source%20code Today, I am going to make a new material for the object near the water level to look wet. The wetness will be maximum at the water level and it will fade away and become completely...
2019-12-09 18:56:11 +0000 UTC
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2019-12-08 18:22:28 +0000 UTC
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In last episode, I was trying to figure out a way to share instanced static mesh components between procedural object blueprints to save some draw calls. But I couldn't figure out a proper way to do that. In this episode, I kinda did, but still its a very ugly solution though. So, you will be disappointed if you made to the end of the video. Project Files : https://www.patreon.com/CodeLikeMe/p...
2019-12-08 18:14:33 +0000 UTC
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I was trying to figure out a way to share instanced static mesh components between procedural object blueprints to save some draw calls. But I couldn't figure out a proper way to do that here. Anyway, I am sharing my failed attempt. Better to skip this video as it would be useless. Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source%20code
2019-12-08 18:13:40 +0000 UTC
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Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source%20code In this episode, I am going to improve the advanced procedural level design tool we have developed so far by allowing each procedural element to independently either simulate and place meshes or place meshes using the previously stored transformation data. Support my work here : 2019-12-08 18:12:54 +0000 UTC
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Download Project : https://www.patreon.com/posts/31567533 Here is the Episode 31 of Unreal Engine Third Person Shooter. Continuing from episode 30, this is the 2nd part of How to implement footstep sounds of third person shooter character. Here, I am going to create a function inside the character blueprint to play footstep sounds. This function will be invoked through an interface from character animation blueprin...
2019-12-04 16:05:04 +0000 UTC
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Download Project : https://www.patreon.com/posts/31567533 Here is the Episode 30 of Unreal Engine Third Person Shooter, How to implement footstep sounds of third person shooter character. Here, I am going to create a function inside the character blueprint to play footstep sounds. This function will be invoked through an interface from character animation blueprint. Character animation blueprint will know whe...
2019-12-04 15:55:22 +0000 UTC
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2019-12-03 02:13:58 +0000 UTC
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Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source%20code
In this episode, I am going to address some issue that i have in the advanced procedural road building system developed in unreal engine 4. The problem is, when I wanted to add some offset to each instance of instanced static mesh from the reference spline point, it is applied in world space. This cause problems, wh...
2019-12-02 18:42:49 +0000 UTC
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Here is a preview of one of the advanced procedural level design tool we have developed to speedup the level creation process in #unrealengine 4
Download project files Here : https://www.patreon.com/CodeLikeMe/posts?tag=Shooter&source%20code
#CodeLikeMe #ue4
2019-12-02 18:42:06 +0000 UTC
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Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source%20code
So far we have developed an advanced procedural level design tool which allows us to automatically place instanced static meshes to speed up the level creation process in unreal engine 4. Even though we have implemented a way to customize individual instance of instanced static meshes, it doesn't persist. That means...
2019-12-02 18:41:12 +0000 UTC
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Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source%20code
This is the 2nd part of Instanced Static Mesh Editing system we are developing. As you know, We developed a procedural road or bridge creation system in unreal engine 4 by using splines and instanced static meshes by laying the meshes along the spline. But unlike static mesh actors, we can select and modify these pr...
2019-12-02 18:40:20 +0000 UTC
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This project contains the procedural roads and bridge system with the update that include the editor utility widget which allows us to modify the individual instanced static meshes as of episode 320
2019-12-01 17:37:11 +0000 UTC
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Project files
https://www.patreon.com/posts/33677599
So far we have developed an advanced procedural level design tool which allows us to automatically place instanced static meshes to speed up the level creation process in unreal engine 4. Even though we have implemented a way to customize individual in...
2019-11-30 17:45:19 +0000 UTC
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Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source%20code
We developed a procedural road or bridge creation system in unreal engine 4 by using splines and instanced static meshes by laying the meshes along the spline. But unlike static mesh actors, we can select and modify these procedurally placed instanced static meshes in unreal editor. Therefore, I am going to extend t...
2019-11-30 17:44:25 +0000 UTC
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Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source%20code
Today, I am going to introduce Editor Utility Widgets in unreal engine 4. These widgets can be used to extend and automate level editing functions in unreal engine 4 editor. I am planning to use this feature to implement custom modifications for individual mesh instances of procedurally generated road and fences sys...
2019-11-27 18:01:09 +0000 UTC
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Download Project : https://www.patreon.com/posts/31567533
In this episode, I am going to start creating a niagara particle system for bullet impacts where the impact debris will be changed based on the type of surface the bullet hits. It could be either soil, concrete, metal..etc. The type of debris will be changed by changing the subUV of the material used for GPU sprites in the niagara particle effects syst...
2019-11-25 02:52:38 +0000 UTC
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Project Files : https://www.patreon.com/posts/31734305
In this episode, I am going create a blueprint that can automatically create a road, or a bridge, or a fence, wall or anything in similar nature by automatically laying out mesh components as instanced static meshes along a spline. We can change the spline anytime we want and the road will be automatically adjusted to that. The special thing about this sy...
2019-11-22 16:40:11 +0000 UTC
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Here is the blueprint of procedural roads and Bridge system as of episode 312
2019-11-21 04:49:33 +0000 UTC
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Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source%20code
In this episode, I am going to setup an experiment to see the advantage of using instanced static meshes instead of normal static meshes in the level. I am going to compare the frame rate and how does the draw call count increase as I increase the number of meshes placed on the game level in each type.
#...
2019-11-21 04:27:38 +0000 UTC
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2019-11-19 03:41:30 +0000 UTC
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Here is the blueprint code of the procedural cliff system I have developed as of episode 310
2019-11-17 17:03:45 +0000 UTC
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2019-11-15 00:51:19 +0000 UTC
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