CodeLikeMe posts
Advanced Procedural Foliage Spawner II - UE4 Tutorials #328
Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source%20code We are working on an advanced procedural foliage spawner which allow us to set the boundaries of the area we want to spawn foliage with a spline. This can be used to create things like crop fields because even though the plan...
Advanced Procedural Foliage Spawner I - UE4 Tutorials #327
Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source%20code In this episode, I am going to implement an advanced procedural foliage spawner which allow us to set the boundaries of the area we want to spawn foliage with a spline. This can be used to create things like crop fields becau...
Nero Level Designs done in unreal engine 4
Here are some of the level Designs we have done for our upcoming title Nero by Arimac Studios. Everything is rendered in unreal engine 4.
Fall Damage - UE4 Tutorials #326
Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source%20code In this episode, I am going to implement fall damage for my character in open world game. Based on the height of the fall, damage amount will be changed. But there will not be any damage for a simple jump. The damaging will s...
Project Files - Procedural Crop Fields
Here is the blueprint of procedural crop fields system I have developed.
Unreal third Person Shooter #32 - Getting Hit by Bullets
Download Project : https://www.patreon.com/posts/31567533 Here is the preview Episode 32 of Unreal Engine Third Person Shooter tutorial series, How to implement bullet hit reactions for characters. when we shoot other characters with the gun, they should show some kind of a reaction to emphasize tha...
Procedural Buildings I - UE4 Tutorials #325
Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source%20code In this episode, I am going to create a vertical structure like a building with the procedural level creation tool I have developed in previous episodes. As i am using the same tool I created to make procedural roads and brid...
Wet Surface Near Water - UE4 Tutorials #324
Material Code : https://www.patreon.com/posts/32195142 Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source%20code Today, I am going to make a new material for the object near the water level to look wet. The wetness will be maximum at the water level and it will fade away and beco...
Another disappointing Attempt- An ugly way to share instanced static meshes - UE4 Tutorials #323
In last episode, I was trying to figure out a way to share instanced static mesh components between procedural object blueprints to save some draw calls. But I couldn't figure out a proper way to do that. In this episode, I kinda did, but still its a very ugly solution though. So, you will be di...
Don't Watch This - UE4 Tutorials #322
I was trying to figure out a way to share instanced static mesh components between procedural object blueprints to save some draw calls. But I couldn't figure out a proper way to do that here. Anyway, I am sharing my failed attempt. Better to skip this video as it would be useless. Project Files...
Advanced Procedural Tools - Add new elements - UE4 Tutorials #321
Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source%20code In this episode, I am going to improve the advanced procedural level design tool we have developed so far by allowing each procedural element to independently either simulate and place meshes or place meshes using the previou...
Unreal Footstep Sounds on different physical materials II - UE4 TPS #31
Download Project : https://www.patreon.com/posts/31567533 Here is the Episode 31 of Unreal Engine Third Person Shooter. Continuing from episode 30, this is the 2nd part of How to implement footstep sounds of third person shooter character. Here, I am going to create a function inside the character b...
Unreal Footstep Sounds on different physical materials - UE4 TPS #30
Download Project : https://www.patreon.com/posts/31567533 Here is the Episode 30 of Unreal Engine Third Person Shooter, How to implement footstep sounds of third person shooter character. Here, I am going to create a function inside the character blueprint to play footstep sounds. This function will...
Advanced Procedural Roads - Location Offset - UE4 Tutorials #319
Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source%20codeIn this episode, I am going to address some issue that i have in the advanced procedural road building system developed in unreal engine 4. The problem is, when I wanted to add some offset to each instance of instanced static ...
CodeLikeMe Advanced Procedural Level Design Tools Preview
Here is a preview of one of the advanced procedural level design tool we have developed to speedup the level creation process in #unrealengine 4Download project files Here : https://www.patreon.com/CodeLikeMe/posts?tag=Shooter&source%20code#CodeLikeMe #ue4
Advanced Procedural Tools - Keeping State - UE4 Tutorials #318
Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source%20codeSo far we have developed an advanced procedural level design tool which allows us to automatically place instanced static meshes to speed up the level creation process in unreal engine 4. Even though we have implemented a way ...
Instanced Static Mesh Editing II - UE4 Tutorials #317
Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source%20codeThis is the 2nd part of Instanced Static Mesh Editing system we are developing. As you know, We developed a procedural road or bridge creation system in unreal engine 4 by using splines and instanced static meshes by laying th...
Project Files - Procedural Roads & Bridge System Update 2
This project contains the procedural roads and bridge system with the update that include the editor utility widget which allows us to modify the individual instanced static meshes as of episode 320
Advanced Procedural Tools - Keeping State - UE4 Tutorials #318
Project fileshttps://www.patreon.com/posts/33677599So far we have developed an advanced procedural level design tool which allows us to automatically place instanced static meshes to speed up the level creation process in unreal engine 4. Even though we have implemented a way to customize individual...
Instanced Static Mesh Editing I - UE4 Tutorials #316
Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source%20codeWe developed a procedural road or bridge creation system in unreal engine 4 by using splines and instanced static meshes by laying the meshes along the spline. But unlike static mesh actors, we can select and modify these proc...
Unreal Editor Utility Widgets - UE4 Tutorials #315
Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source%20codeToday, I am going to introduce Editor Utility Widgets in unreal engine 4. These widgets can be used to extend and automate level editing functions in unreal engine 4 editor. I am planning to use this feature to implement custo...
Unreal Niagara Particles & SubUV Textures - UE4 TPS #28
Download Project : https://www.patreon.com/posts/31567533In this episode, I am going to start creating a niagara particle system for bullet impacts where the impact debris will be changed based on the type of surface the bullet hits. It could be either soil, concrete, metal..etc. The type of debris ...
Unreal Procedural Roads and Bridges I - UE4 Tutorials #312
Project Files : https://www.patreon.com/posts/31734305In this episode, I am going create a blueprint that can automatically create a road, or a bridge, or a fence, wall or anything in similar nature by automatically laying out mesh components as instanced static meshes along a spline. We can change ...
Project Files - Procedural Roads & Bridge System
Here is the blueprint of procedural roads and Bridge system as of episode 312
Static vs Instanced Static Meshes - UE4 Tutorials #311
Project Files : https://www.patreon.com/CodeLikeMe/posts?tag=source%20codeIn this episode, I am going to setup an experiment to see the advantage of using instanced static meshes instead of normal static meshes in the level. I am going to compare the frame rate and how does the draw call count incre...
Code Snippets - Procedural Cliffs Blueprint
Here is the blueprint code of the procedural cliff system I have developed as of episode 310



























