Uploaded April 2026 | Updated September 2026, 2 weeks ago
Project Files: patreon.com/posts/156496071 .
In this episode of the tutorial series on "Reactive Turn Based Combat" in unreal engine based on the game "Clair Obscur: Expedition 33", we are going to work on animations and projectile particle effects. Here we will add a suitable animation to show the throwing projectile action. For the projectile, we will create a trail effect and a explosion fx using Niagara.
Reactive Turn Based Combat full tutorial series: youtube.com/playlist?list=PLNTm9yU0zou6mFZrlOpZJJA7cObll2Hft
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Project Files: patreon.com/posts/156496071 .
In this episode of the tutorial series on "Reactive Turn Based Combat" in unreal engine based on the game "Clair Obscur: Expedition 33", we are going to work on animations and projectile particle effects. Here we will add a suitable animation to show the throwing projectile action. For the projectile, we will create a trail effect and a explosion fx using Niagara.
Reactive Turn Based Combat full tutorial series: youtube.com/playlist?list=PLNTm9yU0zou6mFZrlOpZJJA7cObll2Hft
โบ ๐ ๐๐ฎ๐ฉ๐ฉ๐จ๐ซ๐ญ ๐๐ก๐ ๐๐ก๐๐ง๐ง๐๐ฅ // ๐๐๐๐จ๐ฆ๐ ๐ ๐๐๐ญ๐ซ๐จ๐ง!
patreon.com/codelikeme
โบPatrons will have access to project files of all the stuff I do in the channel and other extra benefits
Join this channel to get access to perks:
youtube.com/channel/UClb6Jh9EBV7a_Nm52Ipll_Q/join
Like my facebook page for more content : facebook.com/gamedevelopersclub
Follow me on twitter : twitter.com/CodeLikeMe2
Follow me on reddit : reddit.com/user/codelikeme
#CodeLikeMe #unrealengine #ue4 #indiegamedev







![Why More FPS Made My UE5 Game Feel WORSE
I packaged my UE5 city builder, ran it at 200+ FPS, and it felt awful. Stuttery, jolty, every camera pan made me wince. The fix was three lines in an ini file. Heres the story.
This video walks through how I diagnosed it with `stat unit` and `stat unitgraph`, why high FPS made the same spike feel six times worse than it would at 60 FPS, the math behind perceived smoothness, and the exact `DefaultEngine.ini` changes that fixed it. The deeper lesson โ variance beats raw rate โ applies to most performance work, not just UE.
The underlying chunk-upload spike that caused this is still there; capping the FPS just changed how big it felt. The proper fix (PSO precaching, lowering MaxBuildsPerFrame, foliage density tuning) is a separate video. For now, the cap ships.
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๐ฎ PROJECTS IN THIS VIDEO
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โบ CityGen on FAB (just released!): https://www.fab.com/listings/943e7e83-f24c-4914-a3b5-d6ac38a9f017
โบ WorldGen on FAB: https://www.fab.com/listings/e4e93fbe-9326-40b8-a043-a809f788306a
โบ Patreon (early access + project files): https://www.patreon.com/posts/160090493
[TIMESTAMPS โ to be added after edit, from transcript]
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https://www.patreon.com/codelikeme Why More FPS Made My UE5 Game Feel WORSE](https://i.ytimg.com/vi/lxMhZPP2-oY/mqdefault.jpg)


