In this episodes of the top down shooter series, I am going to work on grenade throwing mechanism that is conveniently work on top down game mode. Here, we will show the predicted arc of the grenade throw to target the world space location pointed by the cursor in top down view. The same mechanism will be used to target the throwing location for any throwable in game including throwing rocks to distract enemies.
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2025-01-19 22:47:26 +0000 UTC
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In this episode of my third person shooter series, I am going to continue with the aim assist system. In last episode, we implemented a simple system to force the control to automatically aim towards the enemy closest to the reticle. Today, we will work on how to deal with situations when multiple enemies are there closer to the reticle. Let's figure out how to do the calculation to determine which enemy is more closer to the reticle in the 2D projection of the player's viewport.
2025-01-17 06:26:41 +0000 UTC
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In this episode of my third person shooter series, I am going to start working on a aim assist system. Here, if the player aim down while keeping the reticle closer to an enemy, the aim assist system will automatically focus on the closest hit point of the enemy character. the hit point means either head or the middle of the character's torso. But you can choose any point on character as hit point. This option will make gameplay easier for people who need some assistance in aiming.
2025-01-16 06:12:41 +0000 UTC
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In this unreal engine tutorial, I am going to show you how to make a segmented health bar widget. Here, the health bar will be created with a progress bar component and we are going to make a custom UI material that allows us to modify the number of segments and gap between 2 segments to be used with the progress bar.
Project files
2025-01-15 02:01:02 +0000 UTC
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Here is the unreal engine space toolkit project updated into unreal engine 5.5 version. Here you can walk on a planet, then get on a spaceship, then fly into space, then spacewalk and get back in spaceship, fly to another planet and get off there and walk again on surface. Everything happens seamlessly.
Project Files
2025-01-12 17:11:18 +0000 UTC
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In this episodes of the top down shooter series, I am going to implement a detection meter that works on top down view mode. SO the player will be notified about the enemies that are going to detect the player. Once the detection meter is filled, enemies will start attacking the player.
Project files
2025-01-11 06:45:09 +0000 UTC
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In this episodes of the top down shooter series, I am going to implement a way to rotate/orbit camera around. So player will be able to rotate the camera to a desired direction while playing the game. This method will work on both perspective and orthographic/isometric projection modes.
Project files
2025-01-10 06:45:17 +0000 UTC
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In this episodes of the top down shooter series, I am going to implement zoom in zoom out for the top down camera. So the player will be able to move closer to or further from player character using mouse wheel. This system will work on both orthographic/isometric or perspective projection modes of the top down shooter we have implemented.
Project files
2025-01-09 07:28:48 +0000 UTC
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In this episodes of the top down shooter series, I am going to show you how to implement orthographic projection for the camera. I will explain the difference and why we need orthographic/isometric projection for a top down game and how to change camera component parameters through code to have orthographic projection for the top down shooter.
Project files
2025-01-08 04:33:06 +0000 UTC
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In this episodes of the top down shooter series, I am going to implement an auto shoot/ auto attack system for the player to attack enemies similar to the game "Deep Rock Galactic: Survivor". So, player will still control characters movement, but the player character will automatically attack enemies. So the player character will determine the closest enemies are automatically target them and start firing.
Projec...
2025-01-06 07:13:31 +0000 UTC
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In this episodes of the top down shooter series, I am going to work on how to update the reticle location of the gun hud widget to match the aiming location in the top down view-mode. Here, I am going to use the same gun widget I have used for the third person view-mode and we will make sure the reticle system still works with the third person view if we are using the third person game mode. If the game mode is top down, reticle will change accordingly.
2025-01-05 07:40:00 +0000 UTC
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In this episodes of the top down shooter series, I am going to work on how to aim and shoot in top down view mode. Here we will determine the real-world location where the cursor would overlap on the game world and use it as the aiming location for the player.
Project files
2025-01-04 06:24:17 +0000 UTC
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Today I am going to start implementing a top down shooter game mode using the ShootLikeMe third person shooter template I have implemented. In the first part of this series, I will focus on implementing how to setup the player controller and the camera manager to support the top down view. And how to give movement inputs to the character that matches with the top down viewpoint. Here, we will add the top down game mode without breaking anything that we implemented for the third person gam...
2025-01-03 07:25:44 +0000 UTC
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Here is the Shootlikeme - Third person shooter project updated into unreal engine 5.5. ShootLikeMe is a project that I have been working on since 2020 and my goal was to create a third person shooter template project in unreal engine that is capable enough to create any kind of a third person shooter game you need. In this project, there are 13 different fully functioning weapons with all the sounds, muzzle flashes and damaging and can be used by both player and NPC AI characters.
2025-01-02 07:44:15 +0000 UTC
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Here is a preview of menu system and the Maps and Mini map system updated into unreal engine 5.5.
Menu system will have following features. main menu
Features of Mi...
2024-12-31 02:42:04 +0000 UTC
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Here is the map, minimap and fast travel system updated into unreal engine 5.5 version.
Password=CLM_MapMini
2024-12-29 06:57:16 +0000 UTC
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Here is a demonstration of updated portal gun system I have implemented in unreal engine 5.5 version. This is inspired by the portal game you all are familiar with. You can watch the full series where I explain in detail about the way I have implemented this system. Here you can jump through portal and shoot projectiles through portals. Also you can place portals in any supported surface.
Playable Demo
2024-12-28 06:31:01 +0000 UTC
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Here is a demonstration of the Niagara particle system I have made which first dissolves and disintegrate a skeletal mesh into particles and then these particles will be reintegrated back to its original location and create the original mesh. Here dissolve part is implemented in the material. And the particle get's its color by sampling the spawn point in the mesh itself. Tutorials available here.
password=CLM_Disintegrate
2024-12-27 06:59:22 +0000 UTC
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This is the 155th episode of the new tutorial series on Action RPG game using Gameplay Ability System. In this episode I am going to work on how to save and load character inventory system. So, all the items will be saved into the saved into the save game file and will be loaded back next time when we run the game.
Project Files
2024-12-26 08:15:15 +0000 UTC
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This is the 154th episode of the new tutorial series on Action RPG game using Gameplay Ability System. In this episode I am going to work on how to save and load the current loadout of the game. The loadout includes weapons and equipment such as helmets, armors etc. Here I have implemented the item equipment through gameplay abilities.
Project Files
2024-12-25 06:52:12 +0000 UTC
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This is the 153rd episode of the new tutorial series on Action RPG game using Gameplay Ability System. Today we are going to look into how to save and load gameplay abilities granted to the character. Here we have implemented weapons and other equipment in the game as collectible abilities and other we will see how to get a list of granted abilities from character and save that into a save file. Then next time when we start the game, the saved ability list will be applied to the character and...
2024-12-24 05:58:06 +0000 UTC
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In this unreal engine Niagara tutorial, I am going to show you how sample colors from a skeletal mesh or a static mesh and get the same color details into Niagara particles. So when we use this method for a Niagara system which emits particles from a mesh, the particle will have the same color as the point of surface on mesh where the particle was originally emitted from.
password=CLM_SampledColor
2024-12-23 00:11:33 +0000 UTC
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This is the 152nd episode of the new tutorial series on Action RPG game using Gameplay Ability System. Today we are going to add a charging effect to the sword before performing the AOE ground slam radial attack. Here we will attach a Niagara effect to the sword which attract energy from the surrounding before releasing the energy through the attack. This will be handled through a gameplay cue. But here we cannot simply use a gameplay cue and define which particle to use. We will have to over...
2024-12-21 07:40:46 +0000 UTC
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In this unreal engine Niagara tutorial, I am going to show you how to create a disintegration and re-integration effect for a skeletal mesh. Here, initially, the skeletal mesh shape will be disintegrated into particles and after a while, all the particles will be moved back to original location and restore the shape of the skeletal mesh. You can use this effect on characters as well. For something like vanish the character into thin air and re-integrate back like a ghost.
password=CLM_D...
2024-12-20 06:36:05 +0000 UTC
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This is the 151st episode of the new tutorial series on Action RPG game using Gameplay Ability System. Today we are going to integrate animations into the AOE magical radial attack system we have implemented. Here we will not just simply add an animation. We will work on at what point of the animation the attack is deployed and what happens if the character get hit and animation is interrupted. And how the event is passed into the ability that handles the AOE attack.
2024-12-18 07:25:05 +0000 UTC
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This is the 150th episode of the new tutorial series on Action RPG game using Gameplay Ability System. In the last episode, we implemented an Area of Impact/ Radial attack system. Today we are going to look into how to replicate these attacks so that we can use AOE attacks in a multiplayer game.
Project Files
2024-12-17 07:05:06 +0000 UTC
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This is the 148th episode of the new tutorial series on Action RPG game using Gameplay Ability System. Here we will implement an Area of Impact/ Radial attack which damages opponents around the player. This kind of an attack is useful when player has to deal with multiple enemies simultaneously. Here we will focus on building the logic for how to damage surrounding enemies using gameplay ability system.
Project F...
2024-12-14 06:04:27 +0000 UTC
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This is the 147th episode of the new tutorial series on Action RPG game using Gameplay Ability System. Here I'm gonna show you how to interrupt the animation and deflect the sword when an attack is successfully blocked by either the player or by an enemy. Earlier in the system, even through the attack is blocked, we used to continue the animation without interruption but didn't apply any damage to the defending character. Here, we will stop the current attack and play a suitable animation to ...
2024-12-13 07:40:02 +0000 UTC
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This is the 146th episode of the new tutorial series on Action RPG game using Gameplay Ability System. Here we are going to add sound effects to the melee combat system we have been working on. Here we will add following sfx to the game. - Sword sheath, unsheathe sounds, - Sword clash sounds. - Sword block sounds. - Sword cut through sounds - Sword swing sounds.
Project Files
2024-12-11 07:34:33 +0000 UTC
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This is the 145th episode of the new tutorial series on Action RPG game using Gameplay Ability System. Here we will implement a way to maintain the gaze of characters towards their opponents when they are engaged in a fight. We will implement this through dynamically modifying the neck or upper spine bones to keep the face of the character facing towards the opponent. Also we will make sure this modification will not interfere with other systems and animations that happens during combat.
<...
2024-12-10 07:19:37 +0000 UTC
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