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Unreal Engine 5 Real Time Strategy Game with C++ - Part 7 - Base Building Class

This is the 7th part of the tutorial series, where we are going to implement a Real Time Strategy game using Unreal Engine and C++. In this episode , we are going to implement a base building class. I am planning to use this class as the C++ parent of all the buildings we are going to implement in the game. We will also implement selectable interface on the building class so that we can select the building by clicking on it in the game just like we select characters.

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Unreal Engine 5 Real Time Strategy Game with C++ - Part 6 - Selectable Interface

In this episode, we are going to create a C++ interface called SelectableInterface to handle selection of actors within the game. The reason to use an interface for this is, in the game there may be buildings, characters, vehicles and many more that is not derived from the same base class. Therefore, having a common interface that is implemented by all the actors that needs to be selected by player will make things more convenient. We will make the SelectActor interface function that can be i...

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Unreal Engine 5 Real Time Strategy Game with C++ - Part 5 - Select Characters

In this episode, we are going to work on how to select characters in the game by clicking on them. Here we will setup an input action for mouse clicks and detect the actor under the cursor and trigger select function on that.

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Unreal Engine 5 Real Time Strategy Game with C++ - Part 3 - Zoom In/ Zoom Out Camera


This is the 3rd part of the tutorial series, where we are going to implement a Real Time Strategy game using Unreal Engine and C++. Here we will reference games like Age of Empires or Total was style games that has combat elements with large groups of units that composed of a large number of characters. We will be implementing everything from scratch and I will guide you through the journey of development through each step all the way. In this episode, we will look into how to implement Z...

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Unreal Multiplayer Strategy #27 - Coordinated Unit Movement

This is the 27th episode of the unreal engine multiplayer strategy game series we are working on. Here we are going to work on how to coordinate the movement of units that composed on multiple selected actors. With multiple actors selected, when issuing a move-to command, the unit will asses the destination points grid and they will decide the most efficient way to reach that destination considering the distance from each point to each character. What selected character goes to what point wil...

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Unreal Engine 5 - Experience Points System Tutorial - Action RPG #158

This is the 158th episode of the new tutorial series on Action RPG game using Gameplay Ability System. Here we are going to work on a experience points system. First, we will add XP points as a new attribute to the base actor attributes set that we are using along with the gameplay ability system and that will be used to keep track of the total experience points player has gathered. Later on we will be using experience points to level up the character and grant kill points in order to unlock ...

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Unreal Engine 5 - On Target Killed Notifier and Slowdown - Action RPG #157

This is the 157th episode of the new tutorial series on Action RPG game using Gameplay Ability System. Here we are going to work on a method to do a callback to the attacker when the hit target character is killed as a result of the attack within the gameplay ability system. This is important for multiple reasons. In case we have a experience collection system or skill point granting system when player kill an enemy, we need an even to notify that. Another case would be, if we need to do some...

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Unreal Engine 5 Real Time Strategy Game with C++ - Part 2 - Controller Pawn Enhanced Input Binding

This is the 2nd part of the tutorial series, where we are going to implement a Real Time Strategy game using Unreal Engine and C++. Here we will reference games like Age of Empires or Total was style games that has combat elements with large groups of units that composed of a large number of characters. We will be implementing everything from scratch and I will guide you through the journey of development through each step all the way.

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Unreal Engine 5 Real Time Strategy Game with C++ - Part 1 - Controller Pawn

In this tutorial series, we are going to implement a Real Time Strategy game using Unreal Engine and C++. Here we will reference games like Age of Empires or Total was style games that has combat elements with large groups of units that composed of a large number of characters. We will be implementing everything from scratch and I will guide you through the journey of development through each step all the way.

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Unreal Multiplayer Strategy #25 - Selected Characters Move Into Formation

This is the 25th episode of the unreal engine multiplayer strategy game series we are working on. Here we are going to implement a way to make selected actors move into a formation when they receive a command to move to a certain location. Depending on the number of characters selected, instead of trying to reach the same position on the ground clicked, they will move into a grid around the destination location. So they will behave more like a intelligent unit and minimize bumping into each o...

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Unreal Engine Niagara Zombie Horde Simulation - Part 3 - Switch Animations Idle and Running

This is the 3rd part of the unreal engine Niagara zombie horde simulation. Here I am going to show you how to switch animations of the Niagara particle zombies. If the zombies are not moving, they will be in idle animation and when they start moving, they will switch to running animations. This would be pretty simple if the zombies were spawned as pawns or any skeletal mesh based actor. But here zombies are spawned through a particle system. So we have to do the animation switching within the...

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Unreal Engine Niagara Zombie Horde Simulation - Part 2 - Chasing the Player

This is the 2nd part of the unreal engine Niagara zombie horde simulation. Here I am going to show you how to make zombies chase the player. Here we will use a line attraction force on the player's location to make zombies chase the player. And the special thing about this system is, we are using static meshes with animations for the zombie characters. I have explained the process of how to create them at the beginning of this series.

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Unreal Engine Niagara Zombie Horde Simulation - Part 1 - Marching Zombies

Today, I am going to make a zombie horde crowd simulation using Niagara particle system. Here we will be using an animated static mesh for zombie characters. I have used Anim to Texture plugin to convert skeletal animated zombies into animated static meshes and I have explained the process I have used in this tutorial. https://youtu.be/HH-bvhJSM8w Today, we are going to use that and create a marching zombies Niagara sil...

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Unreal Engine Animation To Texture Plugin - Static Mesh Animations with Materials

Today I am going to show you how to convert skeletal mesh bone animations to material based animated static meshes. The importance of this is, we can use a lot of animated character meshes with a low performance compared to using regular skeletal mesh animated characters. We can use these animated meshes in Niagara simulations as well. This is very useful when we need to simulate something like a zombie horde or a battle simulation for a RTS game which involves a lot of characters. Here, we a...

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Unreal Engine 5.5 - Action RPG Update - Action RPG #156

 This is the 156th episode of the new tutorial series on Action RPG game using Gameplay Ability System. Here I have updated the project into unreal engine 5.5 version. So far we have worked on following features on the project - Sword and Shield Melee Combat - Great Sword Melee Combat - Blocking and Parrying systems. - Inventory System - Melee Combat AI - Stealth Mechanics - Special area of impact/ radial damage attacks - Multiplayer Replication of all the things we have implemented. And...

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Unreal Engine 5 Design Viewer Tutorial - Part 4 - Detail Panels

In this episode of unreal architectural design viewer, I am going to implement a way to highlight parts/sections of the building or whatever the design you want to showcase using a simple outline post process effect. Here you will be able to have different colored outlines for different parts.

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Unreal Engine Unlock Door System With Key Code Using Key Pad (ALS #217)

In this episode of my third person shooter series, I am going to create a door unlocking system by entering a key code. Here, we will create a UI widget for the keypad and when player goes to a locked door and press E, the Keypad UI will appear and player will be able to insert a key code. If the entered code is correct, door will unlock and open. Otherwise, it will say "CODE ERROR". We have already implemented an intel reading system which can be used to give player the key code as an intel ...

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Unreal Engine Read Intel Items System (ALS #216)

In this episode of my third person shooter series, I am going to add an intel system for the player to read intel items in game. This can be used as a system to give important gameplay information such as keycodes that player can use in game. When player go near an intel item, a notification will appear that says, "Read intel (E)" and after pressing interact button, player can open and view information. We will create the interaction system, widget UI and everything else required for this sys...

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Unreal Engine Fall Damage (ALS #215)

In this episode of my third person shooter series, I am going to add fall damage into the character. So, I will implement a maximum threshold height where character can safely fall and land without taking any damage and above that height, character will take damage proportional to the fall height. This could be partial damage or instant death based on the falling height.

Project files

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Unreal Engine 5 - Top Down Shooter #11 - Player Input Tips

In this episodes of the top down shooter series, I am going to implement a player tips system that hints the inputs player need to use in order to perform certain actions. Here we will dynamically pull the input key bound to the action and show that along with the tip. We initially implemented with the third person game mode and we will integrate the same system into the top down player controller as well.

Projec...

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Unreal Engine 5 - Top Down Shooter #10 - Top Down Aiming Bug Fixes

In this episodes of the top down shooter series, I am going to address few issues with the top down aiming system. First issue is, when the player hover the cursor over the player character, character's aiming system starts glitching. And the next is, when player hover over a place where there is no objects that blocks the line trace which determines the aiming location, character aims towards sky. We will fix these issue today

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Unreal Engine PCG Tutorial #3 - How to Create a Custom Sphere Grid Node

This is the 3rd episode of unreal engine procedural content generation tutorial series I am doing. Here we are going to create a custom sphere grid node to spawn meshes in the PCG graph. By default we have a cubic shape grid and we will learn to make custom PCG nodes using blueprints in this episode.

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Unreal Engine PCG Tutorial #1 - How To Generate a Lattice


Today I am going to start a tutorial series that focuses on PCG or procedural content generation framework. Here we will implement a procedural system to generate a 3D lattice structure. Here you will learn a few basic nodes of the PCG system to generate a point grid, how to transform them and spawn meshes on those points.

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Unreal Engine 5.5 - Global Wind Controller

Here is a demonstration of Global Wind Controller updated to unreal engine 5.5. Using the wind controller, we will be able to change, - Direction of the wind - Power/Strength of the wind - Turbulence level. These settings will be applied globally. So, all the trees and grass blades will change their wind bending direction according to the settings in global wind controller. I originally developed the wind material setup in unreal engine 4 and full tutorial is available in following link as a ...

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Unreal Engine 5 Design Viewer Tutorial - Part 3 - UI Elements

In this episode of unreal architectural design viewer, I am going to add a detail panel and UI navigation to jump between detail panels of different sections of the design.

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Unreal Engine 5.5 - Animated Multi Colored Outlines

In this unreal engine 5 tutorial, I am going to show you how to add animated multicolored outlines to objects. We have already worked on an outline system which allow us to add outlines with many different colors using a prost process material and custom depth, custom depth stencil properties. Here we will see how to add a simple animation to that outline.

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Unreal Engine 5.5 Multi Colored Outlines

In this unreal engine 5 tutorial, I am going to implement a way to add multicolored outlines to objects. Using this method you will be able to have outlines in many different colors. We will be using custom depth stencil value to define the outline color we need and use a color look up method inside a post process material to select the color of the outline.

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Unreal Engine 5 Design Viewer System

In this tutorial series, I am going to implement an architectural design viewer system. Here we will implement a camera system and a UI which allows us to focus on different objects and orbit around them, zoom in/out. This system can be used to showcase any kind of a design, not just an architectural application. In the first part, we will work on the viewer camera system. Here we will create a custom pawn with an orbit camera.

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Unreal Engine 5 Compass Bar Tutorial #3 - Markers Customization and Additional Details


In this episode of the compass bar system, I am going to work on how to customize the compass bar marker icon images, their sizes and how to display additional details such as distance to the actor represented by the marker underneath the compass bar icon.

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Unreal Engine 5 Compass Bar Tutorial - Part 1

Today I am going to start working on a compass bar system in unreal engine 5. A compass bar is what you see in games like assassins creed odyssey and origins on top of screen which shows points of interest and their direction relative to the player. In this tutorial we will figure out how to manipulate the material of the compass bar image in widget to response to players camera direction as player look around in the game.

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