Today, I am going to implement a way to keep the arrows stick into bodies of characters in my bow and arrow system developed with unreal engine 4. so, in this way, when a character is hit by an arrow, the arrow will remain stick into the body of that character even if the character is moving.
2019-07-14 18:36:01 +0000 UTC
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in this episode, I am going to implement a way to determine a headshot when a character is hit by an arrow in the bow and arrow system developed with unreal engine 4. If it is a headshot, the character will die instantly and if it is not, the damage will be less.
2019-07-14 18:35:05 +0000 UTC
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In this episode, I am going to add a trail to the arrow increase their visibility to the player for the bow and arrow system I have developed with unreal engine 4. To build this effect, I am going to use anim trails in ue4. I have used the same effect to add a trail to swords in melee combat system in this video.
https://youtu.be/woWKM97bu3Y
2019-07-14 18:34:15 +0000 UTC
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You can download world machine project I have used in the tutorial and generated heightmaps and other texture maps that I imported into unreal engine here.
2019-07-12 17:21:44 +0000 UTC
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2019-07-11 07:25:44 +0000 UTC
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This update contains the ability to shoot fire arrows and burn enemies. Also, arrow crafting. Systems are still buggy as this is a work in progress. But sharing anyway because you might find it useful
2019-07-09 18:04:43 +0000 UTC
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In this episode, I am going to work on the part what happens when an enemy is hit by an arrow in my bow and arrow system in unreal engine 4. The character will be damaged with a grunt sound and an animation which shows some reaction to the arrow hit. also, some blood impact particle will be spawned and a blood decal will be implanted on the enemy characters body.
2019-07-08 17:52:01 +0000 UTC
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In this episode, I am going to implement actual firing part of the bow and arrow system I have developed with unreal engine 4. When the player press fire button while bow is equipped, the arrow will be released and moved forward from the bow
2019-07-08 17:50:15 +0000 UTC
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Today, I am going to implement a way to get an arrow from the quiver and then placing it on the bow and aim. For this part, I will add two new blueprints as quiver blueprint and arrow blueprint.
2019-07-08 17:49:32 +0000 UTC
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Today, I am going to show you how to align the bow and arrow towards the target crosshair or reticle in the middle of the screen. In third person games, when we aim with some weapon, usually we move the character into one side of the screen in order to give a clear view for the player. But when we do that, we have to manually rotate player character to align the aiming direction towards the reticle in the middle of the screen
2019-07-07 17:47:43 +0000 UTC
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Support my work on Patreon : https://www.patreon.com/CodeLikeMe.
In this episode, I am going to work on animations for drawing bow and keeping it drawn until the player release the arrow. The bow string will be pulled back by the characters hand when the bow is drawn and the string will return to its normal state when the arrow is released.
2019-07-07 17:46:52 +0000 UTC
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In this episode, I am going to show you how to change the camera when player is aiming down with the bow and how to show a crosshair to assist player targeting. I will zoom the camera and move it a little bit to the right side of the player character so that the player will have a better view to target. Crosshair will appear while player is aiming and disappear when the bow is unequipped.
2019-07-07 17:46:11 +0000 UTC
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This update contains the resource chest where player can collect multiple types of resources by pressing E at resource chest. Also, player can view the inventory by pressing tab. SO far it has only resource counters.
2019-07-02 17:07:19 +0000 UTC
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In the last episode, I promised to fix the problem of not being able to keep aiming pose while rotating. And I said, I am going to use an aim offset for that. But actually I found a much simpler solution for that without using an aim offset. I will explain that in today's episode
2019-06-30 18:12:01 +0000 UTC
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In this episode, I am going to work on roating the character towards the aiming direction with animation montages using root motion enabled animations. I am using them in order to make the character prevent rotating more than 90 degrees from the forward direction of the character so that it would look more natural
2019-06-30 18:11:24 +0000 UTC
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I have already implemented bow equip and unequip part in my game developed with unreal engine 4. This time, I am going to implement a way to make the character turn towards the aiming direction. For this, I am going to rotate the upperbody of the character through the spine using transform modify bone function in the animation blueprint so that the character can turn while keeping the legs still.
2019-06-30 18:10:36 +0000 UTC
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In this episode, I am going to solve the problem of equipping the bow when I already have a weapon in hand. When I equip the bow, character will automatically put the bow back on the characters weapon strap and then equip the bow, when I release the bow, the character will again equip the weapon that was already on hand before.
#unrealengine #bowandArrow
2019-06-30 18:10:02 +0000 UTC
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In this episode, I am going to implement the equip and un-equip function for the bow and arrow system in my game developed with unreal engine 4.
2019-06-30 18:09:25 +0000 UTC
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In this episode, I am going to start with the implementation of bow and arrow system for my game in unreal engine 4. First part would be attaching the bow and the quiver to the back of the character.
2019-06-30 18:08:45 +0000 UTC
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2019-06-30 18:08:03 +0000 UTC
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This update contains resource Arrow and graphite resource types and player can collect them to the inventory.
2019-06-27 17:22:53 +0000 UTC
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In this episode, I am going to show you how to add a glowing effect to the UI elements in unreal engine 4. I am going to use this effect to glow around the entire healthbar component when the rage meter is full.
2019-06-20 18:19:14 +0000 UTC
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In the healthbar of most modern games, player can see the amount of damage received by looking at the healthbar for some hit. This is displayed by instead of directly setting the healthbar filled percentage to a particular amount, the reduced amount will be showed in read or another color and it will be gradually reduced to the remaining amount of the health percentage. I am going to show you how to implement that with unreal UMG
2019-06-20 18:18:14 +0000 UTC
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This update contains explosive barrels with destructible mesh and the burning mark decal with the material that leave on the ground after explosion.
They can be exploded only with fire arrows
2019-06-19 17:29:06 +0000 UTC
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In this episode, i am going to show you how to create an animated UI material in unreal engine 4. This animated material will be used for the healthbar and rage bar material. THe animated effect would look like some bubbling up effect inside a liquid.
2019-06-13 18:25:24 +0000 UTC
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In this episode, I am going to add a stylized health bar to my game. I have already implemented a simple health and rage bar. But they were just a progress bar. In this episode, I am going to make the more stylized and appealing according to a custom design.
2019-06-13 18:24:36 +0000 UTC
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In this episode, I am going to further improve the rage mode of the melee combat system I ave developed with unreal engine 4. I am going to increase the attack animation playing speed when the character is in the rage mode so that the character can launch many attacks in a shorter period of time compared to the normal mode. Also, I will add a much strong camera shake for rage attacks.
2019-06-13 18:23:56 +0000 UTC
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This episode is on the rage mode attacks in melee combat system developed with unreal engine 4. In order to show the power of the rage mode attack, I decided to add some special sounds and particle effects to the rage mode attacks. Also, the reach of the character is also increased to attack even further enemies.
2019-06-08 16:47:09 +0000 UTC
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In this episode, I am going to implement a radial attack in the melee combat system we have developed with unreal engine 4. When the player enable the rage mode, a fire blast will emit from the character and all the surrounding enemies will be damaged and knocked back from the power of it.
2019-06-08 16:45:00 +0000 UTC
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In this episode, I am going to add some particle effects and sound effects as the character goes to the rage mode in the combat system we have implemented. When player enable the rage mode, a fire blast will be emitted from the character with some sound effect so that it would help to visually establish the power of the rage mode in the combat system
2019-06-08 16:44:17 +0000 UTC
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