CodeLikeMe
Unreal Engine Infinite Desert Landscape
updated
This is the 203rd episode of the unreal engine ALS based shooter series. In this episode, we are going to work on an issue we are having regarding enemy AI cooldown times. Once they detected an opponent (player or another character that belongs to a different party), they will keep shooting at the target forever even if the target is behind a wall. So, they don't seem to lose the targets and this doesn't allow player to escape. We are going to debug behavior trees and AI blueprint to see where the problem is and fix the issue.
CodeLikeMe Third-Person shooter series: youtube.com/playlist?list=PLNTm9yU0zou4HL7SAyIQoCqJRJ5QeQAl8
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This is the 23rd episode of the unreal engine multiplayer strategy game series we are working on. Here we are going to create a defense tower which shoot arrows at enemies. Defense towers will belong to one of the factions and they detect enemies within its attack range and shoot arrows.
Don't miss a beat! Watch my full Unreal Engine 5 strategy top-down game playlist now: youtube.com/playlist?list=PLNTm9yU0zou4Eulmi8YIfzHiNZEzfbSMk
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This is the 202nd episode of the unreal engine ALS based shooter series. In the last episode, we added AI enemy vocals to the project we have been working on. So, based on the scenario, enemy characters will say different things that depicts there actions and that will give additional feedback to the player. Today, we are going to extend the vocals system to add pain and death vocal sounds and setup a way to have multiple different voices for different AI enemies.
CodeLikeMe Third-Person shooter series: youtube.com/playlist?list=PLNTm9yU0zou4HL7SAyIQoCqJRJ5QeQAl8
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This is the 201st episode of the unreal engine ALS based shooter series. Here we are going to add AI enemy vocals to the project we have been working on. So, based on the scenario, enemy characters will say different things that depicts there actions and that will give additional feedback to the player.
For example, when they hear a suspicious sound, they will say a suitable vocal that express their curiosity. And when they don't find anything after searching, they will make a sigh, which express their disappointment. When they spot an enemy, they will should enemy spotted or something similar and engage in fight with more suitable vocals.
CodeLikeMe Third-Person shooter series: youtube.com/playlist?list=PLNTm9yU0zou4HL7SAyIQoCqJRJ5QeQAl8
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This is the 40th episode of unreal engine 5 open world tutorial series. Here we are going to implement an automated traffic lights system which allows vehicles to go through for a time interval, then block and allow pedestrians to go. This will go in a loop as in a real world traffic light system.
CodeLikeMe UE5 Open World series: youtube.com/playlist?list=PLNTm9yU0zou5u1UW2E5iVdF5HlGET0hYL
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This is the 39th episode of unreal engine 5 open world tutorial series. Here we are going to implement a way to detect pedestrians if they jump in front of a moving car on the road. The car will wait a while and honk at the pedestrian. If the pedestrian move away, car will continue to move. However, if the pedestrian is in a crosswalk, car will not honk and wait until the pedestrian is moved away.
AI Cars: youtube.com/playlist?list=PLNTm9yU0zou4kJkazsl0oyvxN2kIgGYtV&si=pTLW1lPjTRbnvRdT
CodeLikeMe UE5 Open World series: youtube.com/playlist?list=PLNTm9yU0zou5u1UW2E5iVdF5HlGET0hYL
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"Unreal Open World" series is the first project I started on this channel and I continuously worked on this project over 425 episodes that covers various mechanisms of an open world project in a medieval fantasy world.
In this episode of unreal engine open world series, I am going to update the project into unreal engine 5.3 version and do a complete project file release. This update will contain all the 64 square km open world map i created and all other systems including,
- Animal riding
- melee combat
- ranged combat/ bow and arrow
- inventory system and crafting
- procedural tools
- and everything we have worked over 420 episodes
Full Unreal Open World tutorial series :
youtube.com/playlist?list=PLNTm9yU0zou7kKcN7091Rdr322Qge5LNA
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This is the 2nd part of the tutorial I am working on the timepiece mechanism in Dishonored game which allows player to see a version of the environment in future or in past. So, allow player to see through time.
The idea is that a 1st person player may travel between identical versions of the same environment at different points in time while looking through a window of sorts into the other time period. Here, we will focus on how to jump in between future and past of the same location using the time piece.
Part 1: youtu.be/houXy0NOHi8
Portal Gun full playlist: youtube.com/playlist?list=PLNTm9yU0zou5UwE39psr5aBQGYOiBqLE8
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In this tutorial, I am going to implement the timepiece mechanism in Dishonored game which allows player to see a version of the environment in future or in past. So, allow player to see through time.
The idea is that a 1st person player may travel between identical versions of the same environment at different points in time while looking through a window of sorts into the other time period. Here, we will focus on how to make this timepiece/window render a fragment of another scene/time at the same perspective as the current player's perspective in the current timeline - so that the window appears to look directly at the same spot of the current scene but at another time.
Portal Gun full playlist: youtube.com/playlist?list=PLNTm9yU0zou5UwE39psr5aBQGYOiBqLE8
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This is the 38th episode of unreal engine 5 open world tutorial series. Here we are going to implement a traffic lights system for the pedestrian crosswalks. When a pedestrian wants to cross the road at the crossing, the traffic light will turn yellow and then Red. This will make the vehicles on the road stop. Once the Light turns red for vehicles, Pedestrians will start crossing. Once they finish crossing the road, the lights will turn green and vehicles will start moving again.
AI Cars: youtube.com/playlist?list=PLNTm9yU0zou4kJkazsl0oyvxN2kIgGYtV&si=pTLW1lPjTRbnvRdT
CodeLikeMe UE5 Open World series: youtube.com/playlist?list=PLNTm9yU0zou5u1UW2E5iVdF5HlGET0hYL
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This is the 37th episode of unreal engine 5 open world tutorial series. Here we are going to add a traffic system into the game. Vehicles will be moving on road and when a pedestrian is crossing the road, vehicles will stop and wait for pedestrian to cross and continue afterwards.
Here, we will be using the vehicle driving AI implemented in AI cars series.
AI Cars: youtube.com/playlist?list=PLNTm9yU0zou4kJkazsl0oyvxN2kIgGYtV&si=pTLW1lPjTRbnvRdT
CodeLikeMe UE5 Open World series: youtube.com/playlist?list=PLNTm9yU0zou5u1UW2E5iVdF5HlGET0hYL
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This is the 4th episode of the unreal engine spaceship system I am going to implement. Here, we will work on how to make the ship sway when it is floating above ground to give a more natural feel to the ship.
Unreal space ship: youtube.com/playlist?list=PLNTm9yU0zou7PViZcDZxTbF0bFmJDYCms
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Here is a preview of menu system and the Maps and Mini map system updated into unreal engine 5.3.
Menu system will have following features.
- main menu
- game menu (new game, continue)
- gameplay options
- display options
- audio options
- video options
- graphics options
- basic hud
- pause menu
- Language options
Features of Mini-Map
- Shows the layout of the surrounding area.
- Shows an icon represents the player in the middle.
- Changes the orientation and updated in real-time as the player moves around.
- Shows icons for enemies and other characters in the level.
- All the icons that represent dynamic entities such as characters are updated in real time.
- Shows icons for waypoints, checkpoints, custom markers and other points of interest in the map.
- Icons that are out of the mini-map range hovers in the edge of the mini-map.
- Can be adapted to a map of any size.
- Icon sizes and image can be customized per object.
- Can easily make any actor appear in maps by adding a map-icon actor component.
- Support custom waypoints.
Features of Main Map
- Shows an icon that represent the player character's location and the facing direction.
- Shows icons for enemy characters positions and facing directions.
- Shows icons for waypoints, checkpoints, custom markers and other points of interest in the map.
- Supports zoom in and zoom out.
- All the icons of dynamic entities are updated.
- Icon sizes and image can be customized per object.
- Can easily make any actor appear in maps by adding a map-icon actor component.
- Can be adapted to a map of any scale.
- Allows fast travel option.
- Support custom waypoints .
Menu System: youtu.be/CmYyFsNmwRM
Map and Minimap: youtube.com/playlist?list=PLNTm9yU0zou6xdEqL2QSSfanaZ3KA_vU7
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This is the 36th episode of unreal engine 5 open world tutorial series. Here we are going to work on how to force NPCs to use designated sidewalks and road crossings. So, they will not be walking freely anywhere they need as they go through their daily routines.
CodeLikeMe UE5 Open World series: youtube.com/playlist?list=PLNTm9yU0zou5u1UW2E5iVdF5HlGET0hYL
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This is the 35th episode of unreal engine 5 open world tutorial series. Here we are going to add Homes for NPC characters. So, We will setup a house that allows NNPCs to move in the house and the beds to sleep and chairs to sit and rest will be there inside houses. In the day time, NPCs will either work or sit and rest on chairs, move things around and when the night falls, they will go inside houses and sleep on beds. When the sun rises, they will start the same routines.
CodeLikeMe UE5 Open World series: youtube.com/playlist?list=PLNTm9yU0zou5u1UW2E5iVdF5HlGET0hYL
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In this episode of the unreal engine 5 car race series, I am going to implement a procedural race track system which allows you to design race tracks in any way you need and it will automatically lay the road meshes and AI cars driving system will be able to follow the modified road. So you can create different tracks for different levels with ease.
Full AI Cars playlist: youtube.com/playlist?list=PLNTm9yU0zou4kJkazsl0oyvxN2kIgGYtV
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In this unreal engine 5 tutorial, we are going to implement a terrain scan effect which allows player to identify the terrain shape around the player in darker, low visible light conditions. Games like death stranding, no mans sky and many more use these scan effects.
Unreal space ship: youtube.com/playlist?list=PLNTm9yU0zou7PViZcDZxTbF0bFmJDYCms
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patreon.com/codelikeme
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This is the 3rd episode of the unreal engine spaceship system I am going to implement. Here, we will work on how to turn the space ship. Apart from inputs and rotating the body of the space ship, we will add thrusters to the space ship which gives force to turn the space ship in the direction we need.
Unreal space ship: youtube.com/playlist?list=PLNTm9yU0zou7PViZcDZxTbF0bFmJDYCms
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Today I am going to update the multiplayer first person shooter project I have done into unreal engine 5.3 version. I originally started this project in unreal engine 4 and I had covered a lot of topics over 26 episodes.
You can watch the full series in the following playlist.
Multiplayer FPS series: youtube.com/playlist?list=PLNTm9yU0zou7yDPOzTh-pKeSSZcPM0knm&si=VLVcxa3u6nOgIqFc
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patreon.com/codelikeme
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This is the 2nd episode of the unreal engine spaceship system I am going to implement. Here, we will be creating a spaceship which allows player to control a large spaceship and navigate the word and possibly other worlds in future episodes. In this episode, we will work on engines. Player will have to start the engines and warm up them before the space ship start lifting from ground. And the ship has to gain a certain elevation before move forward or backward. When the space ship move forward or backward, the engines will tilt accordingly to reflect the thrust given to the ship to achieve that movement by the engines.
Unreal space ship: youtube.com/playlist?list=PLNTm9yU0zou7PViZcDZxTbF0bFmJDYCms
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This is the 200th episode of the unreal engine ALS based shooter series. Here we are going to update the project into unreal engine 5.3 version. If you are not familiar with this project, this is a project I have worked on over 3 years now and I have added a lot of features that i could think of that requird to implement a complete third person shooter game in unreal engine. You can use this project as a starting point and add different levels to build a complete game.
-as for guns, there are 14 different weapons including SMGs, pistols, snipers, flamethrowers, crossbows, shotguns, RPGs..etc.
- Different types of throwables: Grenades, smoke grenades, flashbangs, rocks.
- AI systems with multiple teams support and allies.
- Advanced AI behaviors including team work, search, detection,... etc
- Helicopters
- Complete menu system
..... and many more features.
CodeLikeMe Third-Person shooter series: youtube.com/playlist?list=PLNTm9yU0zou4HL7SAyIQoCqJRJ5QeQAl8
Time sensitive campfire: youtu.be/BPW8zT1qkWA
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This is the very first episode of the unreal engine spaceship system I am going to implement. Here, we will be creating a spaceship which allows player to control a large spaceship and navigate the word and possibly other worlds in future episodes. In this episode, we will setup the basic functions - and components of the space ship. So, here is a list of things we are going to work on in this episode.
- Hanger door.
- Landing Gear.
- Engines and engine particle effects.
- Basic movement
Here, we will be using the jetpack system particle we created before.
Unreal Jetpack full playlist: youtube.com/playlist?list=PLNTm9yU0zou48N6CwJ4EyGjmlBaHRqccr
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Here is a demonstration of full body IK based bicycle riding system updated into unreal engine 5.3. Here I have also added sound effects also into the system. The bicycle mechanics are based on chaos wheeled vehicle.
Full bicycle riding system playlist: youtube.com/playlist?list=PLNTm9yU0zou5uYWosw-1Id9OjpXpG_FJF&si=Ehl6_Y2oiYQ452sJ
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Full bicycle playlist : youtube.com/playlist?list=PLNTm9yU0zou5uYWosw-1Id9OjpXpG_FJF
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This is the part 2 of the Unreal Engine 5 jetpack tutorial series. Here we are going to work on animations of jetpack system. We will create an animation blendspace to use in the jetpack flying animation state. Based on the direction of movement in jetpack flying, character will bend the body to match the movement. This blendspace will be integrated into the existing animation blueprint of the third person character as a new state.
Unreal Jetpack full playlist: youtube.com/playlist?list=PLNTm9yU0zou48N6CwJ4EyGjmlBaHRqccr
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In this unreal engine 5 tutorial, I am going to implement a jetpack system on the default third person character of unreal engine. Player character will be able to fly around the map using the jetpack. Apart from the basic flying controls, we will also create a suitable Niagara particle effect and add sounds to the jetpack system.
Portal Gun full playlist: youtube.com/playlist?list=PLNTm9yU0zou5UwE39psr5aBQGYOiBqLE8
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This is the 9th episode of the tutorial series based on the game Portal. Here we are going to implement the pickup and move objects mechanism. If we point the gun at a interactable object and press F, that object will be picked up. Then we can move it to any place we need and drop by pressing F again.
Portal Gun full playlist: youtube.com/playlist?list=PLNTm9yU0zou5UwE39psr5aBQGYOiBqLE8
โบ ๐ ๐๐ฎ๐ฉ๐ฉ๐จ๐ซ๐ญ ๐๐ก๐ ๐๐ก๐๐ง๐ง๐๐ฅ // ๐๐๐๐จ๐ฆ๐ ๐ ๐๐๐ญ๐ซ๐จ๐ง!
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This is the 8th episode of the tutorial series based on the game Portal, where I am going to implement the portal system in you have seen in that game. Basically, you can place portal doors on the walls by shooting the portal gun. From one portal, you can see as you are seeing through the other portal. In this episode, I am going to work on how to shoot projectiles through the portals. So when you shoot a projectile into one of the portals, it will exit with the same speed from other portal.
Portal Gun full playlist: youtube.com/playlist?list=PLNTm9yU0zou5UwE39psr5aBQGYOiBqLE8
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Here is a demonstration of reactive grass system implemented in unreal engine 5.3.
The grass can react to any number of characters and simulated physics objects by following this method. Also, the characters or other objects can leave a trail on the grass field by making grass trampled along the path. For this I will be using runtime virtual textures.
Tutorial: youtu.be/dPLgGMr616Q
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Here is a demonstration of fire propagation system updated into unreal 5.3
This fire propagation system allows you to use a Flamethrower fire and burn grasses and trees. Fire can spread realistically across grasses and trees. Trees can also catch fire from burning grasses and adjacent trees in contact with them. Fire can spread only to the grass areas and trees, not to soil areas on the landscape. Burnt surfaces will be visible throughout the gameplay once grasses or trees are burnt. The burnt surfaces on grassland and tree leaves make use of Runtime Virtual Textures.
Features:
- Customizable Flamethrower
- Flamethrower Particle System made in Niagara
- Impact effect of the Flamethrower with Grasses and Trees
- Customizable Fire Propagation across Grasses and Trees
- Fire can propagate from grass to trees
- Fire can propagate between adjacent trees
- Configurable Fire Propagation Distance and Interval
- Burnt Grassland surfaces
- Smooth reduction of grassesโ and tree leavesโ blades when burning with fire
- Customizable Burnt Decal on Trees
- Configurable Delays on Every Interaction of the Flame from Flamethrower
- 3 Tree Samples with customized Simple Collisions
- 1 Grass Sample
- 1 Grassland Level Map with FPS Game Mode
Tutorial: youtu.be/dnGge9algcc
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This is the 7th episode of the tutorial series based on the game Portal, where I am going to implement the portal system in you have seen in that game. Basically, you can place portal doors on the walls by shooting the portal gun. From one portal, you can see as you are seeing through the other portal. In this episode, I am going to work on a method to prevent overlapping portals. If player shoot portals, one over other, in the current implementation, it will spawn 2 overlapping portals, which looks bad and we will fix that issue today.
Portal Gun full playlist: youtube.com/playlist?list=PLNTm9yU0zou5UwE39psr5aBQGYOiBqLE8
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This is the 6th episode of the tutorial series based on the game Portal, where I am going to implement the portal system in you have seen in that game. Basically, you can place portal doors on the walls by shooting the portal gun. From one portal, you can see as you are seeing through the other portal. In this episode, I am going to explain and demonstrate how to implement the classic momentum based portal puzzle that we encounter in portal games.
Portal Gun full playlist: youtube.com/playlist?list=PLNTm9yU0zou5UwE39psr5aBQGYOiBqLE8
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In this unreal engine 5 tutorial, we are going to implement a procedural centipede. This will be based on the procedural snake/dragon character we implemented in the following playlist.
youtube.com/playlist?list=PLNTm9yU0zou7Z2qFOYjpFQlWajcEqie0-&si=zbpCPp4ZQzb3Jh6p
Here we will implement a method to simulate animated legs of the centipede as well.
โบ ๐ ๐๐ฎ๐ฉ๐ฉ๐จ๐ซ๐ญ ๐๐ก๐ ๐๐ก๐๐ง๐ง๐๐ฅ // ๐๐๐๐จ๐ฆ๐ ๐ ๐๐๐ญ๐ซ๐จ๐ง!
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In this unreal engine 5 tutorial, we are going to implement a tilt shift like effect that is suitable for a top down game. Here, the tilt shift effect will be achieved using a post process material effect. In this effect, the center of the screen will remain sharp and closer to the edges of the screen, the rendered image will be blurred. We will implement material parameters to control the intensity of the blur effect and how far it spreads from the edges towards the center.
full Unreal Engine 5 strategy top-down game playlist now: youtube.com/playlist?list=PLNTm9yU0zou4Eulmi8YIfzHiNZEzfbSMk
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This is the 5th episode of the tutorial series based on the game Portal, where I am going to implement the portal system in you have seen in that game. Basically, you can place portal doors on the walls by shooting the portal gun. From one portal, you can see as you are seeing through the other portal. In this episode, we will look into how to place the portals within the bounds of the surfaces that are designed to place portals. So, portals will not be placed partially on supported surfaces and partially on other surfaces.
Portal Gun full playlist: youtube.com/playlist?list=PLNTm9yU0zou5UwE39psr5aBQGYOiBqLE8
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This is the 4th episode of the tutorial series based on the game Portal, where I am going to implement the portal system in you have seen in that game. Basically, you can place portal doors on the walls by shooting the portal gun. From one portal, you can see as you are seeing through the other portal. In this episode, we will look into how to distinguish the surfaces that support placing portals and doesn't support placing surfaces. In portal game, we can place portals only on white concrete like surfaces. That's the same mechanism we are trying to achieve here. Also we will improve the bullet trail and impact effect when we shoot the portal gun.
Portal Gun full playlist: youtube.com/playlist?list=PLNTm9yU0zou5UwE39psr5aBQGYOiBqLE8
โบ ๐ ๐๐ฎ๐ฉ๐ฉ๐จ๐ซ๐ญ ๐๐ก๐ ๐๐ก๐๐ง๐ง๐๐ฅ // ๐๐๐๐จ๐ฆ๐ ๐ ๐๐๐ญ๐ซ๐จ๐ง!
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Here is the updated version of the dynamic procedural nature system I have developed in unreal engine 4.25. Here the whole world changes its appearance according to the season of the year. We have implemented seasonal color changes, tree leaves reduction in fall and snow cover in the winter, snow melting and growing leaves back in the spring. This works seamlessly in the run time of the game.
โบ ๐ ๐๐ฎ๐ฉ๐ฉ๐จ๐ซ๐ญ ๐๐ก๐ ๐๐ก๐๐ง๐ง๐๐ฅ // ๐๐๐๐จ๐ฆ๐ ๐ ๐๐๐ญ๐ซ๐จ๐ง!
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Full open world series playlist : youtube.com/playlist?list=PLNTm9yU0zou7kKcN7091Rdr322Qge5LNA
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This is the 3rd episode of the tutorial series based on the game Portal, where I am going to implement the portal system in you have seen in that game. Basically, you can place portal doors on the walls by shooting the portal gun. From one portal, you can see as you are seeing through the other portal. In the previous episode, we implemented jumping through portals. Today, we will look into how to shoot the portal gun and place portals in the runtime on walls.
Portal Gun full playlist: youtube.com/playlist?list=PLNTm9yU0zou5UwE39psr5aBQGYOiBqLE8
โบ ๐ ๐๐ฎ๐ฉ๐ฉ๐จ๐ซ๐ญ ๐๐ก๐ ๐๐ก๐๐ง๐ง๐๐ฅ // ๐๐๐๐จ๐ฆ๐ ๐ ๐๐๐ญ๐ซ๐จ๐ง!
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This is the 2nd episode of the tutorial series based on the game Portal, where I am going to implement the portal system in you have seen in that game. Basically, you can place portal doors on the walls by shooting the portal gun. From one portal, you can see as you are seeing through the other portal. In the previous episode, we implemented the visual part of the portals. Today we are going to implement actual jumping or teleporting through the portals.
Portal Gun full playlist: youtube.com/playlist?list=PLNTm9yU0zou5UwE39psr5aBQGYOiBqLE8
โบ ๐ ๐๐ฎ๐ฉ๐ฉ๐จ๐ซ๐ญ ๐๐ก๐ ๐๐ก๐๐ง๐ง๐๐ฅ // ๐๐๐๐จ๐ฆ๐ ๐ ๐๐๐ญ๐ซ๐จ๐ง!
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In this tutorial series based on the game Portal, I am going to implement the portal system in you have seen in that game. Basically, you can place portal doors on the walls by shooting the portal gun. From one portal, you can see as you are seeing through the other portal. Here we will define a dynamic system which simulate the same portal effect as in portal game in unreal engine 5.
Elevator full playlist: youtube.com/playlist?list=PLNTm9yU0zou77SgtLLAM2YAWYnQ8XrxjY
โบ ๐ ๐๐ฎ๐ฉ๐ฉ๐จ๐ซ๐ญ ๐๐ก๐ ๐๐ก๐๐ง๐ง๐๐ฅ // ๐๐๐๐จ๐ฆ๐ ๐ ๐๐๐ญ๐ซ๐จ๐ง!
patreon.com/codelikeme
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In this episode of the elevator/lift tutorial series, we are going to add a gate or a door to the top and bottom entrance of the elevator/lift. Here, when the elevator is at bottom, the bottom gate will open and when player enter the lift, the gate will close and it will start moving up. Then once it reach the other end, the gate of that end will open. Everything will be replicated.
Elevator full playlist: youtube.com/playlist?list=PLNTm9yU0zou77SgtLLAM2YAWYnQ8XrxjY
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In this episode of the unreal engine 5 car race series, I am going to show you how to create a material that can render a number that can be changed dynamically. The car will have a number on the sides and the number is rendered with a material, its not a widget in 3D space so that we can render it consistently with the car paint.
Full AI Cars playlist: youtube.com/playlist?list=PLNTm9yU0zou4kJkazsl0oyvxN2kIgGYtV
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:
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In this episode of unreal engine 5 shooter series, I am going to improve the grenade throwing mechanism. In this game not just grenade, we can throw rocks, flashbangs and smoke grenades too. Here, we are going to fix some issues related to mismatches between prediction arc that helps player to aim the grenades and the actual location where the grenade lands. Also, reducing the bounciness of the grenade to prevent moving too much away from the landing location.
CodeLikeMe Third-Person shooter series: youtube.com/playlist?list=PLNTm9yU0zou4HL7SAyIQoCqJRJ5QeQAl8
Time sensitive campfire: youtu.be/BPW8zT1qkWA
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
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** note - this project file release does not contain finisher animations as I don't own the animation assets. Only the blueprints and other stuff I created for this project along with basic kick, punch, uppercut, lower jab animations. You will have to get the animations from the marketplace and put them into the project. ***
Project Files: patreon.com/posts/88786605 .
marketplace animation pack: unrealengine.com/marketplace/en-US/product/hand-to-hand-finishers-volume-01
Full Playlist of unreal engine hand to hand combat finishers:
youtube.com/playlist?list=PLNTm9yU0zou6LIo3TI2k1nYhfSfTN1gpz
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
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#CodeLikeMe #unrealengine #ue4 #indiegamedev
** note - this project file release does not contain finisher animations as I don't own the animation assets. Only the blueprints and other stuff I created for this project along with basic kick, punch, uppercut, lower jab animations. You will have to get the animations from the marketplace and put them into the project. ***
Project Files: patreon.com/posts/88732232
marketplace animation pack: unrealengine.com/marketplace/en-US/product/hand-to-hand-finishers-volume-01
Full Playlist of unreal engine hand to hand combat finishers:
youtube.com/playlist?list=PLNTm9yU0zou6LIo3TI2k1nYhfSfTN1gpz
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
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#CodeLikeMe #unrealengine #ue4 #indiegamedev
In this episode of the elevator/lift tutorial series, we are going to work on replication of the elevator system so that you will be able to use this system in a multiplayer game. When one player use the elevator, other players will see the elevator moves up.
Prone system full playlist: youtube.com/playlist?list=PLNTm9yU0zou56By2wgyu1I6GuAe-Ubuss
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
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#CodeLikeMe #unrealengine #ue5 #indiegamedev
In this episode of the elevator/lift tutorial series, we are going to add switches to call elevator. If player reach the top position of the elevator, but the elevator is at the bottom, player can reach the call elevator switch and press E, so that the elevator will come to player's level and player can enter it.
Prone system full playlist: youtube.com/playlist?list=PLNTm9yU0zou56By2wgyu1I6GuAe-Ubuss
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
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Follow me on twitter : twitter.com/CodeLikeMe2
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#CodeLikeMe #unrealengine #ue5 #indiegamedev
In this episode of unreal engine 5 shooter series, I am going to show you how to migrate the shooter project we have worked on into your project so that you will be able to use features implemented in this project in your own projects. This involves few extra steps rather than just migrating the blueprints you want from content browser as it involves some C++ components.
CodeLikeMe Third-Person shooter series: youtube.com/playlist?list=PLNTm9yU0zou4HL7SAyIQoCqJRJ5QeQAl8
Time sensitive campfire: youtu.be/BPW8zT1qkWA
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
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#CodeLikeMe #unrealengine #ue5 #indiegamedev
Today we are going to implement a simple elevator or lift in unreal engine 5. Here we will implement a lift or elevator system when the character walk to the elevator platform, if the platform is at the bottom location, it will move to the top level of the elevator. If it is in the top, it will move down to the bottom point of the elevator. You will be able to adjust the top and bottom location of the elevator to match it to the level.
Prone system full playlist: youtube.com/playlist?list=PLNTm9yU0zou56By2wgyu1I6GuAe-Ubuss
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
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This is the 4th part of the unreal engine 5 prone system tutorial. In this episode, we are going to work on how to replicate the prone system implemented in unreal engine 5. So you would be able to use this system in multiplayer games.
Prone system full playlist: youtube.com/playlist?list=PLNTm9yU0zou56By2wgyu1I6GuAe-Ubuss
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
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#CodeLikeMe #unrealengine #ue5 #indiegamedev


