In this episode, I am going to show you how to implement attack blocking in the melee combat system we are working on in #unreal engine 4. In this example, as long as the player hold the block action key, in this case right mouse button, character will remain in the blocking montage. But the footwork will continue to work so that the character can move around while in the blocking mode.
2019-01-06 14:55:41 +0000 UTC
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Camera shakes can be used to enhance the experience of some power or impact of some action in a game. In the combat system we are working on, we can use camera shakes to make the attacks feel more powerful. This episode is on how to add camera shakes in #unreal engine 4.
2019-01-06 14:54:50 +0000 UTC
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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.
2019-01-06 14:53:57 +0000 UTC
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In this episode, I'll explain how to add a sword trail when the attacks are performed. For this, I will use unreal engine AnimTrail with a particle system.
2019-01-06 14:53:02 +0000 UTC
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In this episode, we will explore how to add combo attacks to our melee combat system. I'll use 3 different attack animations for this. They will be activated if the player press the attack button soon after first attack is launched. Otherwise, it will play the same basic attack.
2019-01-06 14:52:12 +0000 UTC
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To get the impression of the weight of the attack, sound effects plays a major role. Otherwise, it wouldn't make a satisfactory experience for the player. In this video, I am going to add sound effects for sword swinging sounds and some other character sounds using animation notifiers in animation montages
2019-01-06 14:51:26 +0000 UTC
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For now, our character can equip sword and sheath it back. Today, we are going to implement sword attack in our melee combat system. In this episode, I'll demonstrate, how to add simple sword attacks to the melee combat system we are developing with #unreal engine 4. Animations for the animation montages are from mixamo.
2019-01-06 14:50:14 +0000 UTC
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Last time we added a sword equip and sheath functions to our character. But these animations are played as if the character is standing still. But, we need our character to be able to equip and sheath sword while moving as well. In this episode, i'll show you how to make these animations independent from the stance or movement of the character. For this i'll use unreal layered animation system with animation slots.
2019-01-06 14:48:45 +0000 UTC
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In this video, I will show you how to attach a sword into the back of the character in #unreal engine 4. Also, how to make the character equip the sword and sheath. For this, i will be using animation montages and sockets attached to the skeleton of the character. Animations are from mixamo.
2019-01-06 14:45:26 +0000 UTC
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Last time we implemented our navigation system in such a way that NPC AI characters can roam around starting from any place in the world. but they can do that only around the navigation generated area by navigation invokers. in this episode, I'll show how to find a path to a location where navigation data is not yet generated.
2019-01-06 14:43:41 +0000 UTC
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In #Unreal engine 4, we can easily put a navmesh bounds volume into the world and allow NPC AIs navigate within the defined navigation volume. But, when it comes to open world, we can't use the usual method because of the size of the world. Calculating the navigable area would take too much time. Today I'll show you how to resolve that problem with Navigation invokers. In this methods, navigation system will calculate the navigation data wherever the character is placed. Consequently, it will...
2019-01-06 14:42:31 +0000 UTC
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In this episode, I will add a NPC (non player character) to our game. This character will be inherited from the same Ch_Human character blueprint we used to create the player character. I will add this character a simple AI behavior so that character will select a random point in the reachable radius in navigable area and walk. The AI blueprint will be extended from detourAIController. Also, the NPC characters will either walk, run or crouch randomly.
2019-01-06 14:41:34 +0000 UTC
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Last time we implemented a crouching system for our #thirdperson character. This time i'll show you how to make the crouching and un-crouching blending smoother. Also, how to make it co-exist with already implemented running and sprinting system.
#UnrealEngine #UE4 #Tutorials.
2019-01-06 14:40:28 +0000 UTC
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In this episode, I'll explain how to add the toggle crouching function to the third person character we have been developing in #Unreal engine. There will be 2 animation #blendspaces for character free walk and crouched walking. These 2 blendspaces will be switched as the character crouch and uncrouch.
2019-01-06 14:39:18 +0000 UTC
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This is an improvement to the last interactive grass collision effect we implemented. In this implementation, grass bent after colliding with the character wouldn't return to normal once the character moves away. It will stay bent or trampled for some time and then return to the normal position.
2019-01-06 14:38:18 +0000 UTC
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In This episode, I'll show how to implement grass collisions. A the character walk through the foliage, grass blades and other bushes will bend. No collision detection is required to setup this system. The grass bending will happen using the world position offset in the grass material.
2019-01-06 14:37:12 +0000 UTC
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Until now, we have been working on giving an impression of the wind wave to the grass and other foliage leaves using subtle color variations. this time, I'll show you how to add a real physical deformation to the grass meshes to represent the wind waves with world position offsets.
2019-01-06 14:36:21 +0000 UTC
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This time, we are going to improve our directional grass wind system by adding some noise to the wind waves. The reason to add noise is, without noise, the wind waves looks more like lines and it doesn't look realistic.
2019-01-06 14:35:16 +0000 UTC
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Last time we created a material based wind wave behavior which can be applied to grass and other foliage leaves in the world in unreal engine 4. In this episode, we will extend that system to implement a material parameter based method to change the direction of the wind wave.
2019-01-06 14:32:19 +0000 UTC
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In this video, i'll explain how to setup a global directional wind system implemented withing materials using grass wind. the direction of the wind can be changed with a material parameter which is accessible from the blueprints. So, the wind direction can be changed in the run-time of the game.
2019-01-06 14:31:19 +0000 UTC
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In this episode, I will explain how to add ambient sounds to the dynamic seasons system we created with #unreal engine 4. I will be using sound cue with different ambient sound effects which represents represents the autumn, winter, spring and summer. They will be crossfaded by param and relevant sound will be played as the seasons changes.
2019-01-06 09:21:32 +0000 UTC
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This is a demonstration of the dynamic nature seasons system we developed so far. We have implemented seasonal color changes, tree leaves reduction in fall and snow cover in the winter, snow melting and growing leaves back in the spring. This works seamlessly in the run time of the #game. we have yet to implement snow particles and other effects.
2019-01-06 09:20:52 +0000 UTC
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This video will demonstrate how to change the nature seasons (summer - autumn/fall - winter - spring) seamlessly at the run-time of the game in #unreal engine 4. We have already worked on independently how to implement each nature season in unreal, in this episode, i'll show how to put them together to complete the seasons cycle around the year. The system will be driven by material parameters.
2019-01-06 09:19:58 +0000 UTC
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In this episode, I'll show you how to reduce the amount of leaves in the trees and other plants in the world. This is implemented as a part of our dynamic seasons system in #unreal engine 4. As in real world, the amount leaves must be reduced or completely eliminated in the winter and fall. So, that is what we are trying to mimic here. This system will be driven by global material parameters and can be seamlessly change the seasons at run-time.
2019-01-06 09:19:13 +0000 UTC
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We have already setup a dynamic system to change the season of the environment from summer , autumn and winter. In this video, we will work on improving the look and feel of the winter. Let's add some inconsistency to the snow layer so that all the ground wouldn't be covered by snow. Some uncovered patches of ground here and there. Also, there shouldn't be any snow cover in steep angles of the ground as well. Those are the things that would be covered today.
2019-01-06 09:18:33 +0000 UTC
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In this video, i'll show you how to dynamically change the season of the world at runtime in #unreal engine from summer to autumn. This will be an extension of the previous snow/winter system. so, we can dynamically change into any of the seasons seamlessly. This system is driven by material parameter collections
2019-01-06 09:17:54 +0000 UTC
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In this #tutorial, I'll show you how to dynamically add a snow layer to the whole world including landscape, trees and bushes, grass, rocks and everything in #unreal engine 4. This is the start of dynamic seasons system i am working on. With this system you turn a green lush landscape into a snowy environment dynamically in the run-time of the game.
2019-01-06 09:17:12 +0000 UTC
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After adding foliage to my level, When I integrate the time of day based dynamic lighting system, I encountered various lighting issues. For example,
1. ground was too bright and don't blend properly with the grass.
2. At night time, lighting is not realistic because of getting lighting upwards from directional light
3. Lighting and fog gives weird results
...etc.
So, I'll show you how to fix those lighting issues using color curves and other techniques.
2019-01-06 09:16:27 +0000 UTC
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In This episode, I'll explain how to place foliage (Trees and rocks) in #unreal engine all over the world based on rules like ground slope and, or height. For example, we can allow one type of trees only in the sea level based on a simple rule defined using the allowed height range. Similarly, we can use rules for ground slope as well. Also, I'll explain the growth parameters and other properties which can be used to control the growth of the foliage types in the world.
2019-01-06 09:15:47 +0000 UTC
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In This episode, I'll explain how to define a rough layout of the world we need to build and imported into #unreal from world machine. When we develop games, even though we need the landscape to look natural, it is better if we have some control over where the mountain should be, where the lowlands should be..etc. This can be done in world machine with layout generators. In layout generator, we can define the rough layout of the world. After applying natural filters on top of that layout, we ...
2019-01-06 09:15:06 +0000 UTC
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