In this episode, I'll show you how to create a 64 square kilometer landscape with #unreal engine 4 world composition feature by importing height maps and weightmaps generated in world machine software. The heightmaps will be used to define height data of the landscape and the weightmaps will be used to automatically paint landscape material layers. This tutorial includes explanations of how to generate and export landscape heightmaps and weightmaps in world machine software as well.
2019-01-06 09:14:24 +0000 UTC
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In this episode, I'll explain how to change the lighting of the scene based on the time of the day in #unreal engine. The properties of directional lights and the skylight will be dynamically changed to better suit the time of the day using color curves. The system will also dynamically change the properties of the exponential height fog as well to enhance the lighting change.
2019-01-06 09:13:41 +0000 UTC
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In this #tutorial, I'll show you how to implement phases of the moon within the skysphere material in #unreal engine 4. we have already added the moon to the default unreal skysphere material in previous episode. This time, let's implement a method to simulate phases of the moon controlled by a material parameter.
2019-01-06 09:13:00 +0000 UTC
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In #Unreal, There is no moon in the default skysphere material. In this episode, i'll explain how to add a moon to by extending the default skysphere and the skysphere material. As the moon will be rendered by the skysphere material, it will work fine with clouds and other sky features unlike when using a different mesh or a billboard to simulate moon. This is connected with the previous time of day system we implemented and therefore when playing the game, moon will automatically appear in t...
2019-01-06 09:12:22 +0000 UTC
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In this episode, I will explain how to setup a simple time of day system by extending the default sky_sphere blueprint which comes with the #unreal engine. With this, we can have a day - night cycle. The sky color will be changed according to the time. In the night, stars will appear.
2019-01-06 09:11:39 +0000 UTC
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When its going to rain, sky should turn dark, right? But when the sky color is determined by sun enabled, we can't change the sky color with the parameters given in BP_SkySphere. Also, It is not a good idea to disable that option if we want to have a time of day system. Today, I am going to show you a way to change the sky color while keeping sky color is determined by sun enabled. SO at any time of the day, we can make the sky darker when its about to rain.
2019-01-06 09:10:51 +0000 UTC
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This is the 19th episode of #unreal open world #tutorial series. In this episode, i'll explain how to dynamically change the cloud level of the sky. This is a part of dynamic weather system we are working on. As the rain is about to fall, the cloud level of the sky should be increased and after rain is stopped, cloud level should return to normal. I'll drive this system by manipulating cloud opacity parameter of the BP_SkySPhere with few material modifications.
2019-01-06 09:09:59 +0000 UTC
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This is the part 18 of #Unreal Engine Open world game development #tutorial series.
This episode focus on implementing a dynamic rain system, which is a part of dynamic weather system of the game. Here, we will extend the global wetness controller we implemented in previous episode to be controlled by a blueprint and as the rain starts, rain particles and sounds will also be activated and the wetness of the world will be gradually increased. After rain is stopped, world will be dr...
2019-01-06 09:09:14 +0000 UTC
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This is the part 17 of unreal engine open world #tutorial series and the 2nd episode on dynamic weather system.
In this episode, I'll show you how to setup a dynamic global wind system based on materials and simple grass wind. I'll use collection parameters to define global wind intensity and each #material wind level will be driven by this single parameter.
2019-01-06 09:08:14 +0000 UTC
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This is the part 16 of #unreal engine #OpenWorld #tutorial series. Now its time to start implementing the dynamic weather system.
In this episode,we start implementing the dynamic weather system for our open world #game. First step is implementing a way to control the wetness/wet look of the world globally. This is required to implement dynamic rain system. I will use material parameter collections and material functions for this purpose. Wetness of all the materials will be contr...
2019-01-06 09:05:04 +0000 UTC
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This is the part 15 of the tutorial series I am doing on how to create an open world Game in #unreal engine.
In the previous part, we created a landscape grass output which can spawn grass and some other bush type meshes based on the landscape material layer painted. This time, let's implement a method to erase those automatically spawned grass meshes wherever we need. Because, ability to remove grass wherever we need is essential in level design process.
For more...
2019-01-06 09:03:44 +0000 UTC
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This is the part 14 of the #tutorial series I am doing on how to create an open world Game in #unreal engine.
in this part, I'll explain how to place grass, bushes on the landscape based on the landscape material layer. That means, grass meshes will be placed only where the grass texture layer is placed. and similarly, we can set different meshes to be placed on different layers. For this function, I will use Landscape grass output feature in the unreal material system.
For ...
2019-01-06 09:02:20 +0000 UTC
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This is the part 13 of the tutorial series I am doing on how to create an open world Game in #unreal engine.
in this part, I'll explain how to expose material parameters such as specular, roughness and metallic as material function inputs so that we can have different values for each landscape material layer.
For more explanations and material code, refer to the blog post:
2019-01-06 09:01:09 +0000 UTC
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This is part 12 of the tutorial series I am doing on how to create an open world game with #unreal engine.
In this episode, i'll explain how to fade the intensity of the normal map we have used for the landscape material layers with the distance. So, in the nearby region, it would have normal maps in full intensity and in further, it will be faded away.
For more explanations and material code, refer to my blog:
2019-01-06 09:00:10 +0000 UTC
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This is part 11 of the tutorial series I am doing on how to create an open world game with #unreal engine.
In this episode, i'll explain another technique we can use to get rid of tiling in the landscape #material. In this method, we will use a noise texture and based on the color value of noise texture,we will give some variation to the texture rendered by the material so that it would hide the tiling effect. This would be implemented on top of distance based texture scale blendi...
2019-01-06 08:58:25 +0000 UTC
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This is part 10 of the tutorial series I am doing on how to create an open world game with #unreal engine.
In this episode, i'll explain how to get rid of the tiling effect we got with the landscape #material we created in the last episode. First technique I am going to apply is, blending the scale of the texture based on the distance from camera to world pixel point. As a result of this blending, we would get a different texture scale near the camera and another texture scaling o...
2019-01-06 08:57:07 +0000 UTC
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This is part 9 of the tutorial series I am doing on how to create an open world game with unreal engine.
In this episode, i'll explain how to apply textures to our landscape material. For now we had only colors to distinguish each landscape #material layer. Now, Let's setup texture inputs and normal map inputs to our main material function which defines each material layer and use them to render landscape material layers.
For further explanations and material codes, re...
2019-01-06 08:55:14 +0000 UTC
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This is part 8 of the tutorial series I am doing on how to create an open world game with unreal engine.
In this episode, i'll explain how to create a landscape in #unreal with a heightmap file exported from world machine. Heightmap will be generated using an advanced perlin noise, a terrace node combined with an erosion effect. Output file will be written into RAW16 format. This heightmap will be imported into unreal engine and create a landscape with that.
2019-01-06 08:52:33 +0000 UTC
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This is part 7 of the tutorial series I am doing on how to create an open world game with unreal engine.
In this episode, i'll explain how to blend 2 landscape material layers based on the height. This will be connected with the slope based layer blending material we already created in the previous episode. As the final result, we would have automatic landscape layer blending based on height and slope.
For more information and material code :
<...
2019-01-06 07:50:17 +0000 UTC
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In this episode, how to create an automatic #landscape #material with ground slope based material layer blending and how to override and paint custom material layers on top of automatically painted material layer.
2019-01-06 07:32:37 +0000 UTC
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In this tutorial, I'll explain how to implement realistic water leaks on screen effect in unreal engine with render textures and post process materials
Got further questions? Join the group and start a discussion. I'll be happy to help.
https://fb.me/gamedevelopersclub/
2019-01-06 07:25:08 +0000 UTC
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In this episode, I'll explain how to create a layered material for unreal landscape painting. I'll use unreal landscape layer blending with material functions and parameters.
In this example, I'll demonstrate how to create 3 material layers in landscape material with reusing a material function. So that the same function can be used to define multiple layers. The color of each layer can be changed via a material parameter which would be exposed in material instances. Each of these...
2019-01-06 07:22:08 +0000 UTC
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in this video, I'll demonstrate how to make the character jump with animation montage. Animation montage will have 3 sections namely jump start, jump looping part and landing. also I'll explain how to play footsteps sounds with attenuation settings invoked by animation notifiers.
2019-01-06 07:21:12 +0000 UTC
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In this part, I will explain how to implement toggle run-walk and sprinting into our third person character using animation #blendspaces and animation #blueprint.
Player can toggle the character running and walking using caps-lock and sprint by holding down left shift key. Each of these movement states will be animated using 2D animation blendspaces. All the animations and characters are from #mixamo.
2019-01-06 06:59:24 +0000 UTC
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This video demonstrates, how to add movement capabilities to our third person character for our #openWorld game. For this, I'll use animation #blueprints and animation #blendspaces to smoothly interpolate a set of animations to match with the movement speed.
The character will have 4 movement states, Idle stand, walk, run and sprint. Running-walking can be toggled and sprinting works only when the shift key is being pressed. The movement speed of the character will be varying from -600 ...
2019-01-06 06:48:38 +0000 UTC
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#UnrealEngine water drops and leaks on screen effect with rain created with render targets.
Follow this link to learn how to create this effect
https://youtu.be/Ofg51DDisZM
2019-01-06 06:39:34 +0000 UTC
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This would be the first entry of the series I'm doing on "How to create and #openWorld game with #Unreal engine". In the first video, I'll create the basic main character and add a camera to look around. Charcter model can be downloaded from : 2019-01-06 06:37:03 +0000 UTC
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I have been doing this about 2 months now and already have 63 episodes. Feel free to check
2019-01-05 19:05:10 +0000 UTC
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