In this unreal engine tutorial, I am going to implement a color pop post process effect similar to the focus mode in Ghost of Tsushima game. Player and other characters will remain colored and everything else will become desaturated or grayscale in this effect. Here, I will show you how to implement the post process effect and how to bind it to a input to enable and disable in runtime.
2024-09-19 05:29:54 +0000 UTC
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This is the 93rd episode of my new tutorial series on Action RPG game using Gameplay Ability System. Here we will work on how to handle attacks with multiple contact points. That means, in a sword attack, the sword will cut through the enemy in more than one time during the attack animation. This usually happens in complex stun attacks or finisher moves. In our example, the sword finisher move first cut through the leg, then slash the neck. In both cases, we need to trigger a blood trail,...
2024-09-18 05:23:21 +0000 UTC
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This is the 91st episode of my new tutorial series on Action RPG game using Gameplay Ability System. Here we will work on charged heavy attack system for the great sword where player has to press and hold the attack input to energize the weapon and perform a heavy attack which causes a significant more damage to enemies. We have already added this to the sword and shield weapon combination, but we need to do few more refactoring to make it work with the great sword attack ability.
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2024-09-16 05:26:37 +0000 UTC
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This is the 89th episode of my new tutorial series on Action RPG game using Gameplay Ability System. Here we will work on hit reactions of the character when there are no weapons equipped by the character. Earlier we implemented Hit reactions for heavy attacks and lite attacks for both sword and shield and great sword weapon combinations. And because of the required tags we added for those react gameplay abilities, none of them will be activated when there are no weapons. Here, we will fix th...
2024-09-15 00:58:08 +0000 UTC
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This is the 88th episode of my new tutorial series on Action RPG game using Gameplay Ability System. Here we will work on block and parry gameplay abilities for the great sword. We have already implemented block and [arry system for the sword and shield weapon combination. Here we will do the same for the great sword. But instead of creating totally different gameplay abilities and effects, we will derive abilities from the pre existing gameplay abilities for sword and shield.
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2024-09-12 05:43:51 +0000 UTC
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This is the 86th episode of my new tutorial series on Action RPG game using Gameplay Ability System. Here we will define and add a set of new gameplay tags for the great sword mechanics. Until now, we have been using the gameplay tags defined for the sword as it was basically a child class of the 1 handed sword. But now we need to clearly distinguish the sword and great sword for things like, when the great sword is equipped, we should not allow equipping a shield or another sword. So, for su...
2024-09-10 04:40:48 +0000 UTC
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This is the 86th episode of my new tutorial series on Action RPG game using Gameplay Ability System. Here we will work on how to make the weapons equip automatically and in certain scenarios. For example, if player press attack button before the weapons are not equipped, player will equip them and proceed to attack right away. So the player will not have to press equip button first. Another situation is, if player collect a shield while the sword is already equipped, instead of attaching the ...
2024-09-07 04:56:11 +0000 UTC
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This is the 83rd episode of my new tutorial series on Action RPG game using Gameplay Ability System. Here we are going o address few bugs related to multiplayer replication. First bug is, when the player picks up a weapon, it gets duplicated in the owning client of the game. This is easy to fizz buy changing net execution policy of the pickup gameplay ability. Other thing is, when character enter lock on mode in combat and leave the locked enemy, the character animation starts stuttering....
2024-09-05 04:12:20 +0000 UTC
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This is the 82nd episode of my new tutorial series on Action RPG game using Gameplay Ability System. Here I am going to show you how to get anim notify events into a gameplay ability. Here the requirement is, we are playing attack animations for the sword attacks trough attack gameplay ability and we are using PlayMontageAndWait node for that. But there is no immediate way to know when a certain anim notify is triggered from the gameplay ability. The solution is, creating a custom anim notify...
2024-08-31 20:46:31 +0000 UTC
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This is the 81st episode of my new tutorial series on Action RPG game using Gameplay Ability System. Here we are going to implement a 8 way movement animation 2d blendspace for the great sword equipped character and integrate that into the existing animation blueprint. When the character has collected and equipped a great sword, the character will automatically use this blendspace for the locomotion. The animation blendspace will consist a total of 17 animations that shows the movement of the...
2024-08-30 05:06:59 +0000 UTC
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This is the 80th episode of my new tutorial series on Action RPG game using Gameplay Ability System. Here we will implement great sword attacks. We will create required gameplay abilities to perform gameplay attacks. Here we will stick with the already established framework which we have implemented the sword and shield attacks and make necessary modifications to the system to be able to extend existing framework to support great sword attacks. Here, we will also implement a continuous co...
2024-08-29 03:01:02 +0000 UTC
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This is the 79th episode of my new tutorial series on Action RPG game using Gameplay Ability System. Here we are going to implement great sword equip and unequip abilities. When the character pickup a great sword, equip and unequip abilities will be granted to the character and when the relevant input action is pressed, the character will play a suitable great sword equip animation and the great sword attached to the back of the character will be taken into the hand. When the unequip is p...
2024-08-28 03:17:37 +0000 UTC
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Here we are going to start integrating Great sword into the game template we are working on. Here we will implement a great sword blueprint that can be picked up and used by the player or any other NPC character in the game. We will implement everything using the gameplay ability system. So, collecting the weapon, and adding it to player character will be handled through gameplay abilities.
Project Files<...
2024-08-27 02:20:15 +0000 UTC
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Here we are going to work on improvements for the AI last seen location mechanism we have implemented. As of now, the silhouette that represent the last seen location by AI enemies tend to appear and change quickly during the gameplay. Here we are going to make it appear only after some time when all the enemies have lost the sight of the player character and even if one of the enemies detect the player, the silhouette will promptly disappear.
2024-08-24 04:19:15 +0000 UTC
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Here we are going to work on how AI characters communicate to other AI NPC characters when they detect an opponent. For example, if one enemy detects player, he will alert other nearby AI NPCs about the detected enemy and even though other enemies haven't detected the player yet through their own perception system, they will be directed towards the character detected by the first AI character. This will enable AI NPCs to work as an organized team.
2024-08-23 00:09:07 +0000 UTC
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Here is a demonstration of unreal engine 5 animal herd AI system updated into unreal engine 5.3 Here I have used the procedurally animated 4 legged IK enabled deer/stag character for the herd and the wolf character as the threat. You can watch detailed tutorials on how each character and mechanism demonstrated in this video is developed in following tutorial playlist.
CLM_Animals - Bird flock +...
2024-08-18 17:22:44 +0000 UTC
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Here is a demonstration of a bird flocking system updated to unreal engine 5.3. This system includes intelligent behaviors such as, - Move around on ground. - Detecting threats - Alerting others in the flock - Flying away in sky in unison. - Come back and land on ground after cool down Here, the flock of birds will be on ground initially and when one of the members in the flock detect a threat, that bird will fly away and alert others resulting everyone in the flock to fly into the ...
2024-08-17 17:23:06 +0000 UTC
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Here is a demonstration of my updated tornado particle implemented with Niagara effects system in unreal engine 5.3. This is based on the following tutorial I did a while ago. But I have added few improvements to the tornado effect.
password=CLM_Twister
2024-08-15 16:30:21 +0000 UTC
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Here is a demonstration of an animated butterfly mesh particle effect implemented in unreal engine with Niagara effects system. You can use this asset to add butterflies into your game level with many different variations. Similar particle effects:
2024-08-13 01:57:26 +0000 UTC
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Here is a demonstration of a cockroaches swarming simulation implemented in unreal engine 5 using Niagara effects system. You can use this Niagara system to add thousands of cockroaches with different behaviors into the level. Cockroaches are rendered as 3d meshes and animated using vertex animations. So, each individual cockroach will have proper movement animations. Unreal Animal VFX pack: 2024-08-09 16:23:05 +0000 UTC
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Here is a demonstration of a spiders swarming simulation implemented in unreal engine 5 using Niagara effects system. You can use this Niagara system to add thousands of spiders into the level. Spiders are rendered as 3d meshes and animated using vertex animations. So, each individual spider will have proper movement animations.
2024-08-06 05:21:46 +0000 UTC
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Here is a demonstration of a crabs swarming simulation implemented in unreal engine 5 using Niagara effects system. You can use this Niagara system to add thousands of crabs into a beach or wherever you want them to be in the level. Crabs are rendered as 3d meshes and animated using vertex animations. SO, each individual crab will have proper movement animations.
password=HollyCrab
2024-08-02 04:22:49 +0000 UTC
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Here is a demonstration of a swarm of bats simulation I have implemented using Niagara particle system in unreal engine 5. Bats are implemented with a 3D mesh and animated using vertex animations. This method will allow you to simulate a large number of bats in your games.
2024-08-01 03:57:53 +0000 UTC
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Here is a demonstration of an army of scorpions simulation I have implemented using Niagara particle system in unreal engine 5. The scorpions are implemented with a 3D mesh and animated using vertex animations. This method will allow you to simulate a large number of scorpions in your games.
password=GetOverHere!!
2024-07-31 05:03:36 +0000 UTC
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Here is a demonstration of the mosaic censor effect I have implemented in unreal engine 5. Here you can use this to do things like, obfuscate certain parts, hide identity of the characters etc. Later on I will cover this effect in a tutorial as well.
Project Files
2024-07-29 15:27:18 +0000 UTC
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here is a demonstration of a rappel system I have implemented. In this system, we can place objects in the level that represent rappel points and player can attach a rope/rappel onto these points and climb up or rappel down along vertical walls. When rappel up, once player reach the top of a wall and if up/forward movement input is pressed, the character will climb up the wall and stand up. If player reach the bottom of the wall, or any time at the middle, player can release the rope and ...
2024-07-26 15:55:39 +0000 UTC
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Today we are going to implement a last known/last seen position visualization system by rendering a snapshot of the character mesh at the last location seen by an AI enemy as a silhouette. You may have seen this mechanism in Assassins creed unity and recently in Assassins creed mirage. This is helpful for player to know around what position the enemy NPCs will search for the player. If player stay hidden long enough, enemies will abandon search and return to their regular duties.
2024-07-18 05:07:40 +0000 UTC
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Today we are going to re-organize the main behavior tree used by NPC AI characters in combat and other decision making process. Here, we will create sub behaviors trees for different cohesive behaviors and use the in a main behavior tree. For example, we will create a separate behavior trees for combat part, search last seen location, search noise location and regular duty parts of the main behavior tree and incorporate them as sub behavior trees into the main tree. This will make it easier f...
2024-07-16 06:38:50 +0000 UTC
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Here is a demonstration of a intoxicated effect I have implemented in unreal engine 5. Feel free to download the project and play. You can use this method for dream sequence, acid trip kind of a level in your game.
password=CLM_OnAcid
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2024-07-15 07:01:04 +0000 UTC
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Today also we are going to continue with how AI characters deal with multiple opponents. Here, we will implement a way to maintain a list of detected enemies by AI perception and dynamically how to change the focused enemy effectively without relying only on the events fired by the perception system.
Project Files
2024-07-14 06:50:01 +0000 UTC
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