In this episode, I am going to show you guys how to add dodging and evading animations with root motion to the melee combat system we have been working on in unreal engine 4. I have already implemented dodging but with in place animations. I will replace them with root motion enabled dodge animations.
2019-04-18 10:30:01 +0000 UTC
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In this episode, I am going to import some attack animations with root motion from mixamo and use it with the melee combat system i have developed in unreal engine 4. I am going to use the blender plugin I introduced in a previous video to add a root bone and transfer only the horizontal plane movement to the root bone, before import those animations into unreal
2019-04-18 10:30:01 +0000 UTC
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In this episode, I am going to implement a way to enable blocking even when the character is in the middle of performing an attack. So , I am going to interrupt ongoing montage and enable block animation montage before finishing the attack.
2019-04-18 10:30:01 +0000 UTC
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Here is the function to get the closest socket for a given hit location. I have used this for spawning blood splatters on characters body
2019-04-17 17:29:35 +0000 UTC
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After replacing the default mixamo skeletal with the root bone added skeletal mesh, my ragdoll has gone haywire. I am using ragdoll simulations after playing the death animation in my combat system. Today, I am going to fix those newly introduced issues in the physics asset to restore the ragdoll simulated death system.
2019-04-17 11:30:01 +0000 UTC
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Blender Plugin : https://github.com/enziop/mixamo_converter
When It comes to root motion and mixamo characters in unreal, it never works as intended, That's because, mixamo rig doesn't have a suitable root bone to work with unreal root motion system. In a previous video, I showed you how to add a root bone with maya and my good friend "Ultimate Phoenix" told me there is a blender plugin f...
2019-04-17 10:30:00 +0000 UTC
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This update contains some bug fixes of the melee combat system.
#CodeLikeMe
2019-04-16 16:49:39 +0000 UTC
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2019-04-16 16:43:45 +0000 UTC
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In this episode, I will update and fix all the animation issues after replacing the skeletal mesh we had with a root bone added skeletal mesh.
2019-04-16 10:43:05 +0000 UTC
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Last time we added a root bone to the mixamo skeleton in maya and modified an animation so that we can use it with the root motion system in unreal engine 4. Today, I am going to replace the current mixamo skeleton which I already have for the character and with the root bone added skeleton and implement demonstrate how to use root motion properly with mixamo animations.
2019-04-16 10:42:24 +0000 UTC
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When It comes to root motion and mixamo characters in unreal, it never works as intended, That's because, mixamo rig doesn't have a suitable root bone to work with unreal root motion system. Today, I'll show you how to add a root bone to mixamo characters with Maya
2019-04-16 10:41:42 +0000 UTC
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This update contain the function i have implemented in order to determine the direction the direction of the attack and play the relevat animation montage based on the direction. For example, If the character got hit from left, he will be moved to right with the hit reaction.
2019-04-11 17:39:06 +0000 UTC
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When It comes to root motion and mixamo characters in unreal, it never works as intended, That's because, mixamo rig doesn't have a suitable root bone to work with unreal root motion system. Today, I'll show you how to add a root bone to mixamo characters
2019-04-10 12:30:00 +0000 UTC
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In this video, I'll show you how to play different footstep sounds based on the surface type the character step on. For this, I will use the surface types and physical materials in unreal engine 4. There will be different surface types such as Rock, Land, Wood, Water and a suitable sound will be played based on that
2019-04-09 12:30:00 +0000 UTC
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Last time, we implemented the horse riding system in such a way, when player mount on the horse, a different animation blueprint will be applied to the human character to animate horse rider behavior. This time, When the rider dismount the horse, old onfoot animation blueprint should be switched back. that's what I am doing today.
2019-04-08 12:29:59 +0000 UTC
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In this tutorial, I am going to show you how to place the foot of the horse rider on the stirrups of horse saddle using two bone IK system in unreal engine 4. For this, I will implement a new animation blueprint for the horse rider and the animation blueprint will be switched when the human character mount the horse
2019-04-07 12:30:00 +0000 UTC
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This update contains the new character skeleton with the root bone and all the animations are re-imported and fixed after skeleton change
2019-04-06 18:33:02 +0000 UTC
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Support my work on Patreon : https://www.patreon.com/CodeLikeMe
In this episode, I am going to make my camera transition smoother and continuous when i mount and dismount the horse. As the player mount the horse, horse character is possessed and therefore, the active camera will be changed, same thing happens when dismounting also. In current implementation, this camera change is abrupt and no continuity. I am go...
2019-04-06 12:30:00 +0000 UTC
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Support my work on Patreon : https://www.patreon.com/CodeLikeMe
In this episode, I am going to fix the problem of sliding the front legs of the horse when i try to turn while riding the horse. This kills the natural look locomotion of the horse. I am going to make the horse go in a curved path instead of directly rotating to the desired direction.
2019-04-04 12:04:36 +0000 UTC
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In this episode, I am going to implement Leg IK based foot placement system for the horse to make sure all 4 legs are properly placed on ground when the horse is on an uneven ground
2019-04-04 12:03:04 +0000 UTC
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Here is the fbx file of the mixamo character I am using with the rootbone added in Maya.
2019-04-03 18:12:07 +0000 UTC
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Physical material based footstep sound playing snippet
2019-04-01 19:10:38 +0000 UTC
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This update contains the physical material based footstep sound playing function
2019-04-01 19:06:46 +0000 UTC
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In this episode, I am going to implement Leg IK based foot placement system for the horse to make sure all 4 legs are properly placed on ground when the horse is on an uneven ground
2019-03-27 17:50:24 +0000 UTC
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I have missed the video i did on covering the attack move part and therefore I have added an explanation on that in this video.
When the character performs an attack, there should be some quick movement towards the enemy or target direction in order to show the power or impact of the attack. In this episode, I will explain how to add some movement based on the attack animation.
2019-03-27 17:49:41 +0000 UTC
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Today, I am going to fix some bugs I have in the game.
1. character can jump again even if already in the air before landing.
2. my human character IK system causes problems when riding the horse
2019-03-27 17:48:53 +0000 UTC
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In my current version of IK foot placement system in unreal engine 4, We have few bugs.
1. When there is no surface underneath the character to trace, character hip correction becomes problematic.
2. Jumping and IK foot corrections contradicts with each other.
I am going to solve these 2 problems in today's episode.
2019-03-27 17:48:05 +0000 UTC
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Support my work on Patreon : https://www.patreon.com/CodeLikeMe
In this episode, I am going to refine our IK system in unreal engine 4. I will completely change the way I calculate the IK alpha values and hip correction values. Also, I am going to fix the glitching of leg position occurred in last video
2019-03-27 17:46:45 +0000 UTC
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In this episode, I am going to improve our IK foot placement system by rotating the foot to align with the underline surface. I will do this transform modify bone node in the animation blueprint and impact normal vector retrieved from a line trace direct below the foot.
2019-03-27 17:45:09 +0000 UTC
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Support my work on Patreon : https://www.patreon.com/CodeLikeMe
In this episode, I am going to add IK foot placement features to my melee character using Leg IK node in unreal engine animation blueprints.
2019-03-27 17:43:47 +0000 UTC
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