Uploaded April 2026 | Updated September 2026, 2 weeks ago
Project Files: patreon.com/posts/155986652 .
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 improve the parry system we implemented by adding some visual feedback to emphasize the the damage done by parrying to enemy characters. Here we will temporarily show the healthbar of attacking enemy when the attack is parried and counter attack is performed to show the health reduction. Also we will add few UI animations to show the inputs for parrying and dodging.
Reactive Turn Based Combat full tutorial series: youtube.com/playlist?list=PLNTm9yU0zou6mFZrlOpZJJA7cObll2Hft
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Project Files: patreon.com/posts/155986652 .
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 improve the parry system we implemented by adding some visual feedback to emphasize the the damage done by parrying to enemy characters. Here we will temporarily show the healthbar of attacking enemy when the attack is parried and counter attack is performed to show the health reduction. Also we will add few UI animations to show the inputs for parrying and dodging.
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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๐ฎ SUPPORT & COMMUNITY
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#UnrealEngine #UE5 #GameDev #FramePacing #VSync #IndieDev #GamePerformance #CodeLikeMe #UE5Tutorial #UnrealEngine5
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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)

