CodeLikeMe posts
Unreal Engine 5 - Stylized Outline Shader
In this unreal engine 5 tutorial, I am going to implement a stylized outline post process effect. You can use this effect to get a stylized/toon look into your projects. This will be implemented as a post process material and therefore, it will work with any object in the world without having to do ...
Unreal Engine 5 - Outline Effect
In this unreal engine 5 tutorial, I am going to implement an object outline effect for characters and other objects in the game. Here, we will be using a post process material effect to create the object outlines for the marked objects. We can mark the objects that needs to have outlines using "...
Unreal Engine 5 - Binoculars (ALS #90)
This is episode 90 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, I am going to add a binocular to the system. Player will be able to equip the binoculars and looks through. The system will also support zoom in zoom out as well. Also, the binocular mesh will be...
Unreal Engine 5 - Water Puddle
Today I am going to show you how to implement a simple water puddle in unreal engine 5. Here, the puddle will be created with a decal, so that you can place the puddle in any place in the world you need as needed. Also, we will implement a water surface material for the decal with some wind and ripp...
Unreal Engine 5 - Niagara Rain Drop Ripples
Today I am going to improve the rain particle used in rain thunder system by adding ripples on the place where the rain drop hit on the surface. So far we only had a splash effect on the place of hit. The ripple will be originated on the hit location and expanded. then faded out as it expands furthe...
Unreal Engine 5 - Rain and Thunder in Open World
Today I am going to implement a Rain and thunder system that works in open world map in unreal engine 5. Here, no matter where the player would go, if it is raining, the rain particles will always be around the player character and the thunder will appear randomly in distance. All the sounds for rai...
Unreal Engine 5 - Audio Visualizer Demo
Here is a demonstration of unreal engine 5 Audio visualizer system I have implemented. Here, the audio clip will be analyzed with fast Fourier transformation and get the frequency spectrum data and amplitude data. Using a combination of these data, the visualizer will depict the audio played at the ...
Unreal Engine 5 - Custom Reticles/Crosshairs (ALS #89)
This is episode 89 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, I am going to add custom crosshairs/reticles for RPG, Machine gun, Flamethrower, and shotgun.project fileshttps://www.patreon.com/posts/63654325
Unreal Engine 5 - Bird Flock System
Here is a demonstration of a bird flocking system. 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...
Unreal Engine 5 - Global Wind Controller
Today I am going to implement a global wind system in unreal engine 5. Using the wind controller, we will be able to change, - Direction of the wind - Power/Strength of the wind - Turbulence level. These settings will be applied globally. So, all the trees and grass blades will change their wind ben...
Unreal Engine 5 Wolf Character
password=CLM_WolfThis is a demonstration of Wolf character controller implemented in unreal engine 5. Here, player can play as the wolf character. Here, the movement is based on a root motion enabled 2D animation blendspace. Therefore, you will get animation accurate movement with turning. I origina...
Unreal Engine 5 - Double Takedown
This is a demonstration of aerial double takedown system implemented in unreal engine 5. When the character is walking on beams above the enemies, there is a system that can detect the ground enemies and highlight when an air assassination/ aerial takedown available. Then, when player press attack b...
Unreal Engine 5 - Walking on Beams
This is a demonstration of walking on narrow beams system implemented in unreal engine 5. When the character enter to a narrow beam, he will automatically reduce speed and go to a different animation blendspace which shows the cautiousness of walking on a narrow beam and as the character exit the be...
Unreal Engine 5 - Show a Cross on Reticle When Target Killed (ALS #88)
This is episode 88 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, I am going to show you how to show a red cross in the middle of the crosshair when the target is killed. This will help us to visually better communicate the target is killed to the player.passwo...
Unreal Engine 5 - Crosshair Dot turns Red On Hit (ALS #87)
This is episode 87 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, I am going to show you how to make the middle dot in the crosshair red when the bullet hit an enemy(hit indicator). This will help us to visually better communicate the target is hit to the playe...
Unreal Engine 5 - NPC AI Patrol Wait Time (ALS #85)
This is episode 86 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, I am going to work on how to make variations for the reticle for different guns. Here, we are using the same widget for all the guns that include the gun related HUD elements and reticles. The wi...
Unreal Engine 5 - NPC AI Patrol Wait Time (ALS #85)
This is episode 84 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, we are going to improve the AI system for enemy patrols by implementing a way to set the wait time at a point in the patrol path. Using this system, we can define how long a patrolling AI charact...
Unreal Engine 5 - NPC AI Patrol Wait Time (ALS #84)
This is episode 84 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, we are going to improve the AI system for enemy patrols by implementing a way to set the wait time at a point in the patrol path. Using this system, we can define how long a patrolling AI charact...
Unreal Engine 5 - Circular NPC AI Patrols (ALS #83)
This is episode 83 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, we are going to implement circular patrol paths for AI driven NPC characters. We have already implemented a way to define patrol paths using a spline path and how the AI system can follow the pat...
Unreal Engine 5 - Cycle Grenade Types (ALS #82)
This is episode 82 of the third-person shooter series based on Unreal Advanced Locomotion System. Now we have implemented 3 grenade types - Regular grenade - Flashbang - Smoke grenade And I am planning to add more grenade/throwable types in future. But as the number of throwables increase, It is not...
Unreal Engine 5 - Smoke Grenade AI Reactions (ALS #81)
This is episode 80 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, we are going to work on a smoke grenade. Player will be able to throw a smoke grenade and it will emit white smoke that provide a cover to the player by blocking enemies vision. In this episode, ...
Unreal Engine 5 - Smoke Grenade (ALS #80)
This is episode 80 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, we are going to work on a smoke grenade. Player will be able to throw a smoke grenade and it will emit white smoke that provide a cover to the player by blocking enemies vision. In this episode, ...
Unreal Engine 5 - Flashbang AI Enemy Reaction (ALS #79)
This is episode 79 of the third-person shooter series based on Unreal Advanced Locomotion System. We have already worked on a flashbang in our game and it already has a way to show a flash blinding effect for the player when a flashbang is exploded in front of the player. Today, I am going to implem...
Temporarily moved to DUBAI...
Hello everyone,Due to the ongoing economic crisis in my home country Sri Lanka, I was forced to move out from the country as the condition is getting worst by the day. I also missed a day or two in youtube because of the moving process. Hope to focus on my work now on as everything is settled for no...
Unreal Engine 5 - Flashbang Effective Range (ALS #78)
This is episode 78 of the third-person shooter series based on Unreal Advanced Locomotion System. We have already worked on a flashbang in our game and it already has a way to show a flash blinding effect for the player when a flashbang is exploded in front of the player. Today, I am going to implem...
Unreal Engine 5 - Place Custom Waypoint on Map
In this unreal engine 5 tutorial, I am going to implement a way to place a custom waypoint on the map. This is implemented in the map system we have already worked on in previous episodes. Player will be able to click on the map and it will add the custom waypoint and an icon will appear. Also when ...
Unreal Engine 5 - Open World Map Widget - Select Icons
Today, I am going to implement a way to select icons in the map widget we have implemented in unreal engine 5. Later on, when we work on fast travel and selecting active checkpoints etc., the selection part will be needed.password=CLM_MAP
Unreal Engine 5 - Fast Travel
Now that we have implemented a map system with ability to display checkpoints and other points of interest on the map, let's implement a fast travel option which allows player to instantly travel to distant locations selected on the map. When player select a checkpoint on the map, fast travel op...
Unreal Engine 5 - Open World Map Widget
I have already implemented a map system that allows the player to open the map and close it by pressing "M". But that was implemented for the very small third person template map. Today, I am going to adapt the same system into the open world template map in UE5. This will help you to unders...
Unreal Engine 5 - Open World Minimap
We have already implemented a minimap in the following series in unreal engine 5. https://www.youtube.com/playlist?list=PLNTm9yU0zou6xdEqL2QSSfanaZ3KA_vU7 But that minimap is designed to work with the third-person template map. Today, I am going to adat the same minimap system to the unreal open-wor...





























