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Unreal Survival #26 - Runtime placed object persistence

In this episode of the unreal engine survival series, I am going to implement a system to save the runtime placed plants save and load in the next session when player restart the game. As we have a...

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Unreal Engine Double Jump Tutorial

In this tutorial, I am going to show you how to implement a double jump mechanism in unreal engine. In the default third person character we already have a jump mechanism. I am going to add a doubl...

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Landscape Deformation in Unreal Engine part IV - Deep Tire Trails

Previously in Landscape Deformation Tutorial series, we have worked on deforming landscape and adding footprints and deforming landscape by physics simulated objects. Today I am going to show you h...

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Unreal Engine C++ #6 - Hit Detection

In this episode of unreal engine C++ tutorial series, I am going to show you how to detect if the punch actually hits the opponent's body. Instead of simply using hitboxes, here I am going to imple...

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Inventory UI - Resource Counters - Unreal Open World #421

In this episode of unreal engine open world series, I am going to reword the inventory menu according to the new design. Today I will be focusing on the resource counters section which shows the am...

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Advanced Minimap in Unreal engine

Today I am going to implement a minimap in unreal engine. This minimap will be able to show the player character and any number of enemy characters as some map pointers on to of the overhead world ...

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Unreal Pedestrian System - Part 5 [Realistic Pedestrian Characters]

This is the part 5 of the mini series I am doing on a pedestrian system in unreal engine. So far we have implemented a pedestrian system which dynamically spawns and maintain a pool of pedestrian n...

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Unreal Multiplayer FPS #11 - Replicating Bots / Multiplayer NPC

In this episode of the unreal engine multiplayer first person shooter series, I am going to create a simple AI controlled NPC character (bot) into the multiplayer game and look into replication of ...

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Unreal Reactive Landscape - Sand, Mud, Snow and Grass

Here is a demonstration of reactive landscape system developed in unreal engine. This contains reactive sand, reactive mud, reactive snow and reactive grass. When the character walks in and physics...

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Crysis Maximum Armor in Unreal

In this episode I am going to implement the Crysis maximum armor effect in unreal engine. Here I am going to focus on the honeycomb like post effect that appears on screen. For this I am going to u...

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Unreal Survival #26 - Planting Seeds from inventory

In this episode of the unreal engine survival series, I am going to improve the farming and planting system to use seeds from the inventory. Player will be able to open the inventory and after sele...

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Unreal Survival #25 - Planting and Farming

In this episode of the unreal engine survival series, I am going to implement a mechanism to plant fruits or any other type of crops I have implemented in this series. This would be a basic step to...

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Unreal Reactive Grass System with Runtime Virtual Textures

In this tutorial, I am going to show you how to make a reactive grass system with runtime virtual textures. The grass can react to any number of characters and simulated physics objects by followin...

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Landscape Deformation in Unreal Engine III - Snow Deformation by physics objects

Previously in Landscape Deformation Tutorial series, we worked on how to deform landscape snow with the footprints of the character. Today, I am going to show you how to deform landscape snow by ph...

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Rendering 3D character on UI - Unreal Open World #420

In this episode of unreal engine open world series, I am going to show you how to render the 3d player character which we use as the player character in the game on top of UI. I need this feature f...

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Landscape Deformation in Unreal Engine II - Snow Deformation

Previously in Landscape Deformation Tutorial Part 1, we setup a landscape with a snow material and also added a function to place footprints of the third person character by deforming the landscape...

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Project File Update - TPS #66

Here is the updated project as of episode 66 in unreal third person shooter series. 

password=shootlikeme

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Runtime Character Switching in Unreal Engine

In this tutorial I am going to show you how to switch the playable character in the runtime. There will be 3 characters in the play time and only one of the characters will be controlled by the pla...

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Landscape Deformation in Unreal Engine

Today I am going to research on how to deform the landscape in unreal engine in runtime of the game. In this particular case, I am going to implement a snow landscape and as the character walk arou...

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Unreal Engine C++ #5 - Interfaces

In this episode of unreal engine C++ tutorial series, I am going to show you how to setup C++ interfaces. The functions implemented through the interfaces will be able to call from both blueprints ...

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Unreal Survival #24 - Harvestable Plant Variations

In this episode of the unreal engine survival series, I am going to show you how to add different types of plants with harvestable fruits by deriving the fruit plant blueprint we implement previous...

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Unreal Skateboarding #9 - Get On and off the skateboard

In this episode of the unreal engine skateboard system, I am going to implement a way to get on and off from the skateboard. When the character is walking without the skateboard, the usual third pe...

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Unreal Falling flat and Getting up

Today, I am going to research of how to implement a character to fall flat on the ground when took off from a higher place and then get up. So, for this, we will need 3 separate animations falling ...

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Weapon HUD - Unreal Open World #418

In this episode of unreal engine open world series, I am going to refine the weapons hud. According to the new design, I have 3 weapon icons for primary weapon, secondary weapon and the bow in bott...

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Unreal Hand To Hand Combat - Replacing Mannequin with Actual Game Characters

Last time we implemented a hand to hand combat system with finisher moves which plays coordinated animations between 2 characters in order to get a choreographed cinematic look for the finisher att...

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Landscape color blending with Runtime Virtual Textures

Today I am going to show you how to use runtime virtual textures to blend grass and other object meshes to blend properly with the color of the landscape. We implemented something similar in Fortni...

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Unreal Skateboarding #8 - Grind Direction

In the last episode of the skateboarding system, we implemented a grinding mechanism for the player to grind on objects like rails and curbs. But it has few issues such as player can enter the grin...

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Unreal Multiplayer FPS #10 - Replicating Crouch

In this episode of the unreal engine multiplayer first person shooter series, I am going to show you how to replicate crouching. When the character crouches, for the local first person player will ...

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Unreal Engine C++ #4 - Playing Animation Montages

In this episode of unreal engine C++ tutorial series, I am going to show you how to play an animation montage through the C++ code. First I am going to define a UAnimMontage variable in the header ...

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Unreal Survival #23 - Inventory System Capacity

In this episode of the unreal engine survival series, I am going to add a capacity limit to the inventory system. In the current implementation, we haven't implemented any mechanism to prevent char...

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