Support my work on Patreon : https://www.patreon.com/CodeLikeMe
In this episode, i am going to try and implement a way to keep the horse riders back always straight. I wanted to implement this because, when the horse is walking on a sloped terrain, horse body aligns with the terrain and as a result, rider also rotated. This doesn't look very natural. SO I decided to implement this effect and see how it looks
2019-03-27 17:42:56 +0000 UTC
View Post
2019-03-26 07:17:40 +0000 UTC
View Post
This update contains the bug fixed finalized IK system and now it doesn't contradict with jumping mechanism.
Also, I have fixed some jumping related bug as well.
2019-03-23 17:40:59 +0000 UTC
View Post



2019-03-20 18:58:21 +0000 UTC
View Post
This update contains the leg IK implementation and foot rotation to align the feet with the underline surface
2019-03-20 18:43:27 +0000 UTC
View Post
In this episode, I am going to modify the animation blueprint of the horse to change the rotation of the body according to the angle of the ground. From this technique, we can get rid of seeing the horse is floating or sliding on ground when walk on sloped terrains.
2019-03-18 17:32:57 +0000 UTC
View Post
In this episode, I am going to improve the horse animations by adding a turning effect to the horse animation blueprint. When the horse is turning, I am going to rotate the spine of the horse to bend horse's body according to the turning movement. I want to make horse animations more organic and this would be one step towards it. For this I will use
2019-03-18 17:32:17 +0000 UTC
View Post
Today, I am going to add sound effects for horse footsteps. I will use the same sound clips for all movement stages (walk, trotting and galloping) but the pitch of the sound will be changed according to the speed of the horse so that it will give a better impression of the movement speed
2019-03-16 18:28:46 +0000 UTC
View Post
Today, I am going to add 3 stages of horse movement , walking, Trotting and galloping. I will implement events to control these 3 stages and appropriate animation will be played with the blendspace I have already setup in previous videos.
2019-03-16 18:27:30 +0000 UTC
View Post
This update contains 3 movement modes of horse
Walking, trotting and Galloping
Note: As I do not have rights to share the horse model I have used in the video, I had to replace it with another model. But blueprints are all same.
2019-03-14 16:24:58 +0000 UTC
View Post
Today, I am going to implement horse movement. For this, I will use a blendspace for horse locomotion created with horse idle, walk, trot and gallop animations which plays the proper animaion based on the speed of the horse.
2019-03-13 18:31:13 +0000 UTC
View Post
In this episode, I am going to explore a way to mount horse and then pass the player control to the horse character. Then a way to dismount and pass the player control back to on foot character. I will also add a separate camera to the horse character as well.
2019-03-13 18:30:38 +0000 UTC
View Post
Today, I am going to implement the mount on horse system. When player is near the horse, player can press E and mount the horse.
2019-03-13 18:30:06 +0000 UTC
View Post
Today, I am going to get started with a horse riding system for our game in unreal engine 4. In this episode, I will setup the basic ride-able horse character and when the player go near the horse, there will be a notification which says press E to mount. This will be implemented with the help of a blueprint interface which defines all related functions for intractable actors.
2019-03-13 18:27:57 +0000 UTC
View Post
Until now, I have been using my own name (Thilina Premasiri) for the youtube channel and from now on, I have changed that to a new brand name "CodeLikeMe". I hope this would be easier for people to remember.
Cheers.
2019-03-12 16:36:27 +0000 UTC
View Post
2019-03-11 07:06:59 +0000 UTC
View Post
This file contains the updated project which includes upto the point where player can mount on a horse.
Note: As I do not have rights to share the horse model I have used in the video, I had to replace it with another model. But blueprints are all same.
2019-03-10 19:12:59 +0000 UTC
View Post
Today, I am going to implement the a kill cam effect for the combat system in unreal engine 4. When an enemy is killed, the ragdoll is activated while adding an outward impulse from the attacker, In this moment, time will be slowed down a little to emphasize the death of the enemy.
2019-03-09 18:16:08 +0000 UTC
View Post
I have already worked on dodging system for our melee combat system in unreal engine 4. Today, I am going to improve that by adding different animations based on the direction the character dodge.
2019-03-09 18:15:15 +0000 UTC
View Post
Today, I am going to add a red weapon trail for unblockable attacks in the melee combat system in unreal engine 4. For this I will be using animtrails and for normal attacks, there would be a white trail and for unblockable attacks, a red trail.
2019-03-09 18:11:49 +0000 UTC
View Post
We already have implemented the dodging mechanism for our melee combat system in unreal engine 4. Today I am going to refine it by fixing some issues we already have with the current system. I will add a new animation for dodging and make the character move same distance always when dodging takes place.
2019-03-09 18:10:33 +0000 UTC
View Post
In this episode, I am going to implement unblockable attacks for the melee combat system we have developed with unreal engine 4. When there is a blockable attack, a yellow icon that indicates a blockable attack will appear over the enemy characters head. Similarly when an enemy is about to launch an unblockable attack, an a red icon with evade button will appear. For the unblockable attackes, only choice player got is evading.
2019-03-09 18:07:51 +0000 UTC
View Post
In today's episode, I gonna experiment some ways to shift the focus the players attentions onto the enemy character when that character is about to attack. For this, I am going to work on a camera look at system. Then, I will increase the camera spring arm length when in fight mode to be able to clearly see all surrounding enemies. Also, I will pop an attack warning icon over the head of the enemy characters when they are about to attack.
2019-03-09 18:06:36 +0000 UTC
View Post

Here are some screenshots of evade system related functions
2019-03-06 17:47:03 +0000 UTC
View Post
This update contains upto the refined directional dodging and evade mechanisms. Enjoy and let me know if you have any comments or problems
2019-03-06 17:44:10 +0000 UTC
View Post
In today's episode, I gonna experiment some ways to shift the focus the players attentions onto the enemy character when that character is about to attack. For this, I am going to work on a camera look at system. Then, I will increase the camera spring arm length when in fight mode to be able to clearly see all surrounding enemies. Also, I will pop an attack warning icon over the head of the enemy characters when they are about to attack.
2019-03-03 18:17:29 +0000 UTC
View Post
In a good combat system for a game, player should have a fair chance against a number of enemies. If all the enemies attack simultaneously, player will be overwhelmed and wouldn't be able to handle multiple enemies same time. Today, I am going to improve our melee combat system developed with unreal engine 4 to support the one enemy attack at a time behavior.
2019-03-02 17:21:35 +0000 UTC
View Post
In this update, when the player fight with multiple enemies, only one enemy will attack at a time. also, there will be an icon showing that enemy is about to attack and the block button over the enemies head
2019-03-02 17:06:00 +0000 UTC
View Post
In this episode, I am going to implement a counter attack system to our melee combat system in unreal engine 4. When the player press the block right before the opponent land the attack, the player character will block the oncoming attack and do a counter attack/kick which will leave the enemy stunned and vulnerable for a while. SO that player can land several more attacks easily.
2019-02-28 16:58:10 +0000 UTC
View Post
Last time we implemented an evade attack system for our melee combat system developed with unreal engine 4. Today, I am going to add a trail to the character when evading using anim Trails. This would help us to emphasize the evading to the player.
For this effect, I am going to use the same method I used for sword trails which I have explained here.
2019-02-28 16:56:51 +0000 UTC
View Post