CodeLikeMe posts
Unreal Engine Rain and Thunder System Preview
Here is a demonstration of Rain and Thunder system developed in unreal engine 4. This pack contains a heavy rain particle system, thunder/lighting system and a screen effect that enhance the rainy feel by showing droplets of water on the screen. Also contains the rain ambient sound and thunder sound...
NPC Character Gaze at Target
In the last episode of the rootmotion based locomotion series, I implemented a navigation that NPC character follows a given target actor while using rootmotion based locomotion animations. Today I am going to make that character keep looking at/ gaze at the target character. WHen he is on the move ...
Unreal Engine Niagara Projectiles and Hit Effects
Here is a demonstration of Projectiles and Hit effects pack developed in unreal engine using Niagara effects system. This pack contains 12 unique projectiles shoot and hit effects as listed below. Freeze Shoot Blood Shoot Green Crystal Shoot Ribbon Shoot Missile Metal Shoot Missile Shoot Magic Shoo...
Unreal engine Flamethrower
In this tutorial, I am going to implement a flamethrower in unreal engine. This will also have a fire propagation system as well. I this system, when I shoot flames at the grass using the flamethrower, they will set on fire and in time they will burn down and also it will start a spreading to surrou...
AI Navigation with Rootmotion Based Locomotion System - Following Moving targets
In the lasy episode of the rootmotion based locomotion series, I implemented a navigation system for NPC characters where they can find a path and move to a given location using the rootmotion based locomotion system we have implemented. Today, I am going to improve that system to be able to follow ...
AI Navigation with Rootmotion Based Locomotion System
In this episode of the rootmotion based locomotion series, I am going to implement a AI controlled NPC character which use the same rootmotion based locomotion system as the player character we have developed so far. By doing this, just like the player, NPC character will have turn and stop animatio...
Unreal Third person Shooter #68 - Weapon HUD
Project Files : https://www.patreon.com/posts/46495881In this episode of my unreal engine third person shooter series, I am going to implement a Weapon HUD/UI widget for the rifle. The hud/UI will show the total amount of ammo remaining and the amount of ammo loaded. As the player fire, the loaded a...
[Project Files] Unreal Third person Shooter #68 - Weapon HUD
Tutorial available here : https://youtu.be/8Lm0Ii0r9iMIn this episode of my unreal engine third person shooter series, I am going to implement a Weapon HUD/UI widget for the rifle. The hud/UI will show the total amount of ammo remaining and the amount of ammo loaded. As the player fire, the loaded a...
Unreal Multiplayer FPS #14 - Line Trace Based Shooting
In this episode of the unreal engine multiplayer first person shooter series, I am going to implement a line trace based shooting system. We already had a projectile based shooting system, but for something like a machine gun, it is more suitable to use a line trace based hit detection system. So, t...
Unreal Third person Shooter #67 - Soft Aiming
In this episode of my unreal engine third person shooter series, I am going to implement a soft aiming mechanism. That means, if player press the fire button without going into aim down mode first, The character will temporarily go to aiming mode and the reticle will appear. Once the player release ...
[Project Files] Unreal Third person Shooter #67 - Soft Aiming
In this episode of my unreal engine third person shooter series, I am going to implement a soft aiming mechanism. That means, if player press the fire button without going into aim down mode first, The character will temporarily go to aiming mode and the reticle will appear. Once the player release ...
Unreal Engine Dialogue System - I
Today I am going to implement a dialogue system or a conversation system in unreal engine. So, player will be able to approach NPC characters and ask questions from them. The NPC characters will answer. I am going to implement this system in such a way we can customize the questions and answers we a...
Looking with upperbody - Aim Offset
In this episode of the rootmotion based locomotion series, I am going to add the ability to the player character to look at the direction where the player is looking through camera. When the player looks up or down, left or right, the player character mesh also turn and look at that direction only u...
Unreal Bullet Impact Particles Pack
Here is a demonstration of bullet impact particles pack implemented in unreal engine. This has 10 different particle effects to match 10 different surface types as listed below. These particles are implemented using niagara effects system in unreal engine. Ready to use any type of a shooter game.pas...
Unreal Top-down Template Multiplayer Replication
In this tutorial, I am going to show you how to implement multiplayer replication support for the topdown template in unreal engine. Unlike the third person template we get in unreal, the top down template out of the box doesn't support multiplayer replication. If you try to play the top down te...
Unreal Advanced IK - Crocodile
In this tutorial, I am going to research on how to implement a procedural animation system for a crocodile character in unreal engine. Specially the tail part as it becomes very complex when we have to keep it aligned on the ground when the crocodile move on a uneven surface. Here I am going to try ...
Level Selection Scroller
Today I am going to show you how to implement a vertical scrolling UI for a level selection page. There will be images that represent different levels and using 2 buttons on the top and bottom, I'll be able to scroll up and down to focus on different levels/images.
Landscape Deformation - Deep Tire Tracks Pack
Here is a demonstration of unreal engine deep tire tracks system. This project contains deformable Snow, Sand, Mud, and Grass Landscape systems. These systems consist of a landscape with different materials, the option to change the height of snow, sand and mud layers, snowfall, and sand dust partic...
Rootmotion Based Locomotion - Crouching
In this episode of the rootmotion based locomotion series, I am going to add crouching today. When player press and hold left control key, character will go into crouch mode and once released, will go back to normal walking mode. Here I will create a separate 2d animation blendspace for 4 direction ...
Inventory UI - Resource Counters - Unreal Open World #422
In this episode of unreal engine open world series, I am going to rework the inventory active elements/potions part. According to my design of the game, I have elements/ potions such as fire, frost and poison, which can be used with the arrows to get different effects on enemies. In the inventory, I...
Unreal Mixamo to Epic Skeleton retargeting
In this tutorial, I am going to show you how to easily retarget mixamo animations to epic skeleton. SO, you will be able to use any animation downloaded from mixamo with epic skeleton and any epic skeleton supported animation with a mixamo character. This approach will also support root motion as we...
Unreal Fall and Recover from Ragdoll Part 3
In the rootmotion based locomotion series, we already worked on a going into ragdoll and recovering from it system for character fall and get up. But here I forgot to share the way I have setup the ragdoll to support going into ragdoll mode and recovering from it. So, that part will be explained her...
Unreal Multiplayer FPS #13 - Dead Loot
In this episode of the unreal engine multiplayer first person shooter series, I am going to show you how to collect loot after other characters are killed. At the moment I have implemented only healthpacks as collectible items, but we can use the same method to collect ammo, grenade and any other ty...
Unreal Multiplayer FPS #12 - Respawning Players
In this episode of the unreal engine multiplayer first person shooter series, I am going to show you how to respawn players. When a player is killed by another player by shooting or using grenade, the character will die and mesh will go into ragdoll mode to depict death. and in a while, character wi...
Happy New Year 2021
Don't know what universe has planned for the next year. But sure as hell, we all get another 365 days.And what to do with it? its all upto us.Happy new year everyone...!!!And thanks a lot for supporting my work throughout the year. We all know that 2020 may not be the best year we could have. I&...
Unreal engine Fire Propagation system
Today I am going to work on a fire propagation system in unreal engine. This system will behave like this. In the landscape, there will be grass areas and non grass- gravel areas (layers). when fire is started, if there are grass adjacent to that, fire will continue to spread by burning the grass. T...
Unreal Fall and Recover from Ragdoll Part 2
In the last episode of the unreal engine rootmotion based locomotion series, we worked on going into ragdoll and recovering from the ragdoll smoothly with an standing up animation. But there was a small problem when in the ragdoll mode, we only synchronized the location of the character capsule to k...
Unreal Skateboarding #10 - Fall on Ground
In this episode of the unreal engine skateboard system, I am going to implement falling on ground. When the character hits some obstacle while skateboarding, if the speed is higher than a certain value, character will fall off the board. Here, the ragdoll physics will be enabled on the character in ...
Unreal Fall and Recover from Ragdoll
In this tutorial, I am going to research on how to enable ragdoll when character fall from a higher place and then how to recover from the ragdoll with a smooth transition from simulated ragdoll to standing up animation. For this I am going to use pose snapshot feature in unreal animation system whi...
Unreal Engine Command AI Ally Characters
Today I am going to implement a simple AI command system in unreal engine. Using this system, player will be able to issue commands to the ally characters. The commands will be follow me, move there and hold. When follow me is issued, npc character will keep following the player wherever player goes...







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