Today, we are going to add an old lady metahuman character mesh for the NPC character previously implemented with unreal mannequin. In the dialogue system, we are working on, we need to play the appropriate facial animations according to match the vocals and the facial expressions and head movement including the lip movement. These animations ar...
2021-11-30 04:56:30 +0000 UTC
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Today, we are going to work on facial animations of the character. In the dialogue system, we are working on, we need to play the appropriate facial animations according to match the vocals and the facial expressions and head movement including the lip movement. These animations are captured using iclone as the vocalist talks the relevant dialog...
2021-11-28 04:18:37 +0000 UTC
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In this episode, I will explain how merge sort algorithm works and how to implement it in C++. Merge sort is an algorithm that divides the given numbers array into 2 halves from the middle and recursively uses the same function to sort each part. Then, the sorted halves will be merged together in a sorted manner. THis algorithm has a complexity ...
2021-11-27 02:26:51 +0000 UTC
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In this episode, I will be focusing bubble sort algorithm. This is the simplest sorting algorithm with a worst-case time complexity of O(n^2). I will first explain how the algorithm works with a manual example and then proceed to write the code using C++.
2021-11-25 17:35:39 +0000 UTC
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Today, we are going to continue with the dialogue/conversation system and implement camera angle changes according to the currently speaking character. The camera will change the angle and focus on the character who is doing the talking.
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project files download : 2021-11-24 06:09:43 +0000 UTC
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In this episode of the Unreal engine third-person shooter series, we are going to merge the helicopter flying system with the third-person shooter series project. So, the character in the third-person shooter project will be able to walk to the helicopter, get in, fly and land and get out. I will implement shooting mechanisms for the attac...
2021-11-22 21:30:01 +0000 UTC
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The objective of the " CodeLikeMe C++ Programming Interview " series is to give you a set of common questions that you will be asked in an interview for a job that involves C++ programming such as game development. I will also explain the answers with extra details and code examples. Even if you are a complete beginner who wants to learn C...
2021-11-21 04:50:17 +0000 UTC
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The objective of the " CodeLikeMe C++ Programming Interview " series is to give you a set of common questions that you will be asked in an interview for a job that involves C++ programming such as game development. I will also explain the answers with extra details and code examples. Even if you are a complete beginner who wants to learn C...
2021-11-19 03:47:07 +0000 UTC
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The objective of the " CodeLikeMe C++ Programming Interview " series is to give you a set of common questions that you will be asked in an interview for a job that involves C++ programming such as game development. I will also explain the answers with extra details and code examples. Even if you are a complete beginner who wants to learn C...
2021-11-18 07:45:03 +0000 UTC
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This is the 32nd episode of the "Unreal Engine Adventure" tutorial series I am doing. This series is inspired by games like Heavy Rain or Detroit Become human. These are more like interactive stories where the player choices of player will have a permanent impact on the gameplay. Today, we are going to continue with the dialogue tree syste...
2021-11-16 04:40:44 +0000 UTC
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This is the 31st episode of the "Unreal Engine Adventure" tutorial series I am doing. This series is inspired by games like Heavy Rain or Detroit Become human. These are more like interactive stories where the player choices of player will have a permanent impact on the gameplay. Today, we are going to look into how to implement a dialog t...
2021-11-14 19:21:29 +0000 UTC
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This is the 7th part of the unreal engine helicopter flying system I am working on. Here I am going to add a military attack helicopter/ helicopter gunship to the helicopter flying system we have been working on. Just like the passenger helicopter, we will be able to fly the attack helicopter as well. Later, we will implement machine gun shootin...
2021-11-14 03:36:02 +0000 UTC
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This is the 30th episode of the "Unreal Engine Adventure" tutorial series I am doing. This series is inspired by games like Heavy Rain or Detroit Become human. These are more like interactive stories where the player choices of player will have a permanent impact on the gameplay. In the last episode, we implemented a widget that will be us...
2021-11-11 04:38:44 +0000 UTC
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This is the 29th episode of the "Unreal Engine Adventure" tutorial series I am doing. This series is inspired by games like Heavy Rain or Detroit Become human. These are more like interactive stories where the player choices of player will have a permanent impact on the gameplay. In this episode, we are going to work on a widget that will ...
2021-11-10 05:13:41 +0000 UTC
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This is the 6th part of the unreal engine helicopter flying system I am working on. Here I am going to implement crashing down mechanics for the helicopter. when the helicopter takes enough damage, it will start emitting smoke from the engine and start to go down while rotating uncontrollably. When the helicopter crash land, it will be destructe...
2021-11-09 03:56:24 +0000 UTC
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Here is a preview of the advanced menu pack V2 asset now available in the unreal marketplace. This is a pack of 12 different Main Menu designs along with a Health Bar, Stamina Bar, and a Basic Minimap system with pointers for both player and enemies as well. Clicking sounds are also integrated.
Marketplace Lin...
2021-11-08 16:14:26 +0000 UTC
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In this episode of Unreal engine third-person shooter series, we are going to work on bullet penetration mechanics for guns. Here, I will define a matrix to define what type of objects bullets can penetrate and this matrix will be customizable for each different gun type. For example, AK 47 bullets will be able to penetrate wooden covers, but no...
2021-11-04 17:14:49 +0000 UTC
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In this episode of unreal engine thunder and lighting system, I am going to explore the dynamics of the lightning. Specifically, how to increase the light total light intensity temporarily to mimic a realistic lightning effect. Here we will do that by dynamically changing exposure in post process settings. The reason not to add an actual light h...
2021-11-04 03:39:43 +0000 UTC
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In this episode, I am going to create a dynamic thunder/lightning effect in unreal engine. Here, I will continue in the rain project I worked on recently with the niagara rain particle system. But the lightning effect will be implemented using textures. The lightning effect will start from the top and spread downwards in a realistic way an...
2021-11-02 21:30:01 +0000 UTC
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Hello Everyone,
It has been three years to the date from the start of "CodeLikeMe". So, Let's tale a look at what I could share with you guys and what I received from you guys. In total, I have made 1080+ game development tutorials for this first 3 years of my journey. Also I got the "Unreal Authorized Instructor" and Re...
2021-11-02 03:42:21 +0000 UTC
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In this episode, I am going to create a rain particle system from scratch using unreal engine Niagara FX system. Here, the rain particle will have 2 main components, the raindrop streak and splashes spawned on the location raindrops hit surfaces. Both will be implemented using sprites and for splash generation, Niagara event handlers will ...
2021-11-01 10:12:20 +0000 UTC
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This is the 27th episode of the "Unreal Engine Adventure" tutorial series I am doing. This series is inspired by games like Heavy Rain or Detroit Become human. These are more like interactive stories where the player choices of player will have a permanent impact on the gameplay. In this episode, we are going to implement a way to define a...
2021-10-29 04:17:33 +0000 UTC
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In this episode, we are going to set up an NPC character with simple free-roaming behavior using behavior trees. As the NPC character, we will be using the same NPC character we have implemented in this episode(https://youtu.be/P1ZfIthFcV4) of the root motion based locomotion ...
2021-10-28 04:49:34 +0000 UTC
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This is the 25rth episode of the "Unreal Engine Adventure" tutorial series I am doing. This series is inspired by games like Heavy Rain or Detroit Become human. These are more like interactive stories where the player choices of player will have a permanent impact on the gameplay. In this episode, we are going to set up an NPC character wi...
2021-10-25 03:55:55 +0000 UTC
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This is the 5th part of the unreal engine helicopter flying system I am working on. Here I am going to make some changes to the helicopter control system to align it with the movement direction. This will allow the player to control the helicopter in a more efficient and intuitive way. Also, this would become handy when we implement aiming and s...
2021-10-24 04:44:40 +0000 UTC
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Today, I am going to try retargeting and root motion using a mixamo character in unreal engine 5. First, I will download a mixamo character and then I will add a root bone and transfer the relevant movement to the root bone using the Enziop mixamo converter plugin for blender. Then I will import the root bone added mixamo character and the...
2021-10-23 04:59:54 +0000 UTC
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This is the 23rd episode of the "Unreal Engine Adventure" tutorial series I am doing. This series is inspired by games like Heavy Rain or Detroit Become human. These are more like interactive stories where the player choices of player will have a permanent impact on the gameplay. In this episode, we are going to work on how to save t...
2021-10-20 03:19:54 +0000 UTC
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This is the 4th part of unreal engine helicopter flying system I am working on. Here I am going to work on collision sparks and sounds when the rotor blades collide with some other objects in the world. We will implement the spark particle in using niagara effects system and implement a way to detect the overlaps of helicopter blades and at the ...
2021-10-18 11:25:10 +0000 UTC
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This is the 3rd part of unreal engine helicopter flying system I am working on. Here I am going to work on the dust cloud formation of the landing/take off zone of the helicopter. When the helicopter blades rotate fast, it causes a massive air flow and this causes the dust and everything to move fast around the helicopter. Specially when the hel...
2021-10-17 09:58:18 +0000 UTC
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