CodeLikeMe posts
Unreal Engine AI Touch Perception (ALS #29)
This is the 29th episode of Unreal Advanced Locomotion System based shooter series. When the Ai fighting each other as in a war, there are some situations characters run into each other without seeing them through the sight perception system. In the unreal engine AI perception system, there is a tou...
Unreal Engine AI vs AI Shooter Combat System (ALS #28)
This is the 28th episode of Unreal Advanced Locomotion System based shooter series. In this episode, I am going to start working on team-based AI vs AI combat system. Here, AI characters who belongs to different teams will be able to detect enemies from different teams and engage in gunfight/shootin...
Unreal Engine NPC AI - Alert Nearby Enemies (ALS #27)
This is the 27th episode of Unreal Advanced Locomotion System based shooter series. In this episode, I am going to continue with the AI system of the enemy NPC characters. Here, we will implement a way to alert other nearby AI-controlled enemy characters when one of the enemy characters has detected...
Advanced Locomotion System #26 - AI NPC In-fight Movement Variations
In this episode of the unreal engine advanced locomotion series, I am going to continue with the AI system of the enemy NPC characters. Here, we will work on how to have different movement modes for the AI characters when they are in a fight. When they engage in a shootout, sometimes, they will go i...
Unreal Engine Enemy NPC AI Weapons Accuracy
This is the 25th episode of the unreal engine advanced locomotion based shooter series. Here we are going to implement two things. 1. A per weapon accuracy and recoil system that allows us to customize the accuracy of each weapon. So each weapon can have a different bullet spread when we shoot on a ...
Unreal Engine Environment Query System (EQS) - Find Covers
This is the 24th episode of the unreal engine advanced locomotion series. But still, you can apply this method to find covers using the environment query system in any project. Here, an environment query will generate a grid around the player character to find out the locations which don't have ...
Unreal Engine Custom Sight Perception Target- Head
This is the 23rd episode of the unreal engine advanced locomotion series. But still, you can apply this method to change the point of the character seen by AI sight perception system. By default, AI sight of enemies can see the middle of the character. Because of that, when the player is behind a sh...
Unreal Engine Environment Query System (EQS)
This is the 22nd episode of the unreal engine advanced locomotion series. But still, this would be more of an introduction on how to set up and use unreal engine query system along with AI behavior trees. Here, we will implement an environment query to find an ideal location for AI character to move...
Advanced Locomotion System #21 - AI Perception Distinguish Noise Types - Shooting and Footsteps
In this episode of the unreal engine advanced locomotion series, I am going to continue with the AI system of the enemy NPC characters. Here, we will work on how the AI perception system distinguishes the noise types. For example, they should identify the footstep noise and shooting noise as differe...
Advanced Locomotion System #20 - Noise Range and Movement Speed
In this episode of the unreal engine advanced locomotion series, I am going to continue with the AI system of the enemy NPC characters. Here, we will work on how to change the noise range according to the character movement speed. Footstep sounds will occur not just when the character is moving, but...
Advanced Locomotion System #19 - Enemy AI patrol
In this episode of the unreal engine advanced locomotion series, I am going to continue with the AI system of the enemy NPC characters. Here, we will add a new variation of NPC AI who has a pre-defined patrol path. Using a spline, we will be able to define the patrol path for each AI character in th...
Advanced Locomotion System #18 - NPC Enemy Variations
In this episode of the unreal engine advanced locomotion series, I am going to continue with the AI system of the enemy NPC characters. Here, we will add AI hearing/ noise perception capabilities to the NPC characters. Here, we will emit a noise when the character move for each footstep and the AI c...
Advanced Locomotion System #17 - NPC AI Noise Perception and Search
In this episode of the unreal engine advanced locomotion series, I am going to continue with the AI system of the enemy NPC characters. Here, we will add AI hearing/ noise perception capabilities to the NPC characters. Here, we will emit a noise when the character move for each footstep and the AI c...
Unreal Niagara Coin Explode and collect Effect
In this episode of the unreal engine niagara effects series, I am going to implement a coin explosion effect using unreal niagara simulation system. Here, there will be a rotating coin in the world and when the player walks near that coin, a bunch of other coins will be exploded from that and they w...
Advanced Locomotion System #16 - AI Behavior Tree - Run or Walk (Gait)
es, I am going to continue with the AI system of the enemy NPC characters. Here, we will improve the AI behavior tree to enable the AI character to dynamically decide whether to run or walk based on the situation. For example, if the AI character has seen an enemy and getting into a fight, it will b...
Advanced Locomotion System #15 - AI Behavior Tree - Search Last Known Position
In this episode of the unreal engine advanced locomotion series, I am going to continue with the AI system of the enemy NPC characters. Here, we will improve the AI behavior tree to enable the AI character to search around the last known position of the opponent character (in this case player). When...
Advanced Locomotion System #14 - AI Behavior Tree - Attack and Free-Roaming
In this episode of the unreal engine advanced locomotion series, I am going to continue with the AI system of the enemy NPC characters. Here, we will improve the AI behavior tree to enable the AI character to identify the player or any other opponent characters and start shooting at them. The shooti...
Advanced Locomotion System #13 - NPC AI Sight Perception and Focus
In this episode of the unreal engine advanced locomotion series, I am going to continue with the AI system of the enemy NPC characters. Here, we will set up AI sight perception for the AI character so they will be able to identify the player and other characters in the world. If they see another AI ...
Advanced Locomotion System #12 - NPC AI Shooting
In this episode of the unreal engine advanced locomotion series, I am going to continue with the AI system of the enemy NPC characters. Here, we will set up the necessary components and interface functions to start and stop shooting/firing the weapon of NPC characters and how to access the target di...
Advanced Locomotion System #11 - NPCs with Different Default Weapons
In this episode of the unreal engine advanced locomotion series, I am going to integrate start working on NPC AI characters. Here we will be re-using the default AI controller available in ALS system which allows AI characters to randomly move around while focusing on the player character. Additiona...
Advanced Locomotion System #10 - Fire Damage and Flamethrower
In this episode of the unreal engine advanced locomotion series, I am going to integrate fire damage into the ALS character so the player can use a flamethrower and burn and kill them. When the character is hit by fire, burn marks will appear on the body. This will happen through spawning decals att...
Advanced Locomotion System #9 - Explosion Damage
In this episode of the unreal engine advanced locomotion series, I am going to implement explosion damage for the ALS character. if an explosion happens near the ALS character, the character will be thrown away from the explosion and die. The character will respond to any explosion in the same way s...
Advanced Locomotion System #8 - Bullet Hit Damage and Kill
In this episode of the unreal engine advanced locomotion series, I am going to implement bullet hit damage and kill functions to the ALS character. We have already worked on bullet hits and damaging parts in the third-person shooter series and we will be re-using the same functions here as well. The...
Advanced Locomotion System #7 - Sniper Scope
In this episode of the unreal engine advanced locomotion series, I am going to add a sniper scope to the system. We have already worked on a sniper scope in the third-person shooter series and we will be re-using the same component here as well. The player will be able to go into scope mode and zoom...
Advanced Locomotion System #6 - 14 Different Weapons Integrated
Here is a preview of all the different weapons I have integrated into advanced locomotion system in unreal engine. All the integrated weapons are fully rigged and relevant shooting and reload animations for both player and weapon mesh are added to the system. The list of fully rigged and animated we...
Advanced Locomotion System #5 - Different Weapon Holding Animations
In this episode of the unreal engine advanced locomotion series, I am going to work on how to have different animations for different weapon types. In the base ALS template, there are only basic rifle and handgun animations available. But when different weapons are added to the system, the gun holdi...
Advanced Locomotion System #4 - Swap Weapons
In this episode of the unreal engine advanced locomotion series, I am going to work on a weapon swapping system. We have already implemented a way to pick up weapons. Larger weapons will be attached to the back of the character and handguns will be attached near the hip. There will be designated but...
Advanced Locomotion System #3 - Pickup Weapons
In this episode of unreal engine advanced locomotion series, I am going to work on a weapon pickup system. I the third person shooter project we worked on before, we already had a weapon pickup system and I am going to re-configure the same system to work with the advanced locomotion system characte...
Advanced Locomotion System #2 - Weapon Reload Animations
In the previous episode of this series, we added a M16 rifle with shooting and damage capabilities into the advanced locomotion system. Today, we are going to look into how to implement weapon reload animations for both character and gun. In ALS, there are multiple animation layers with animation cu...
Advanced Locomotion System - Weapon Integration
In this unreal engine tutorial, I am going to integrate the M16 rifle with into the advanced locomotion system freely available in the unreal engine marketplace. The m16 rifle is a part of the weapons system I have implemented in the third-person shooter series and this already has weapon damage, hu...





























