SamSuka
CodeLikeMe

CodeLikeMe

patreon


CodeLikeMe activity

Unreal Engine 5 - Procedural Snake Character

In this unreal engine 5 tutorial, I am going to implement a procedural snake. What meant by procedural is, the snake body will be animated dynamically/procedurally through the code and the length of the body can be adjusted as we need through parameters. Regardless of whatever the path the snake ...

View Post

Unreal Engine 5 - MetaHuman Bus Driver

Today, we are going to create a walkable meta human character that can walk to a bus and Press E and start driving the Bus. Press E again to exit the bus and walk again.  This tutorial is based on a patron request.  The tutorial has 2 parts,  1 - Creating a player controllable meta...

View Post

ALS Shooter Unreal Engine 5.1 Update (ALS #147)

Today, we are going to updated the shooter project we were working on from unreal engine 5.0 to 5.1. We will check all the features we implemented and if there are any bugs after the migration, we will fix it. The main issue I encountered here is regarding the geometry caches that I had used for ...

View Post

UE5 Open World #16 - Smooth Weather Transition

In this episode of unreal engine 5 open world series, I am going to complete the dynamic rain system which allows the game to change the weather from clear condition to rainy weather and back to clear weather in runtime randomly. So, the weather will be smoothly transitioned between different sta...

View Post

UE5 Open World #15 - Rainy Weather

In this episode of unreal engine 5 open world series, I am going to integrate Rainy weather into the weather system we are working on. We have already worked on how to darken the environment and clouds like when it rains. Here, we will add a rain particle along with a thunder system. As the rain ...

View Post

UE5 Open World #14 - Smooth Atmosphere Transition

In this episode of unreal engine 5 open world series, I am going to implement a method that allows smooth transition of atmosphere into different states. that means, in the runtime, we would be able to smoothly change from a clear weather to a darker/cloudy weather with dark clouds and vice versa...

View Post

UE5 Open World #13 - Atmosphere Switch

In this episode of unreal engine 5 open world series, I am going to implement a switch that allows us to quickly switch the atmosphere from a clear weather to a cloudy dark weather. This would be a feature that I implement towards a dynamic weather system in unreal engine 5 open world. This bluep...

View Post

Unreal Engine 5 - Weapon Inventory UI - Open/Close (ALS #146)

Today, we are going to continue with the weapon inventory UI widget. Here, we are going to implement open and close functions of the inventory UI. Also, we will look into how to keep the selected weapon highlighted in the HUD.

project files

2023-01-11 10:01:01 +0000 UTC View Post

Unreal Engine 5.1 - Rootmotion Based Locomotion Update

Today, I am going to update the rootmotion based locomotion system I have implemented into unreal engine 5.1. In this project, I have implemented a locomotion system that purely work exclusively using rootmotion enabled animations. The movement system includes walking, crouching and sprinting alo...

View Post

Unreal Engine 5 - Weapon Inventory UI - Link to the Character (ALS #145)

Today, we are going to continue with the weapon inventory UI widget. Here, we are going to link the character with the inventory UI so that the weapons currently held by the character will be visible in the inventory UI.

project files

View Post

Unreal Engine 5 - Weapon Inventory UI (ALS #144)

Today, we are going to continue with the weapon inventory UI widget. Here, we are going to embed the actual gun blueprints into the weapon inventory UI instead of just showing the weapon mesh. The reason is, we already have some weapon modifications such as adding a silences and if we only show t...

View Post

Unreal Engine 5.1 - Complete Menu system (Menu + Map + MiniMap )

Here is a demonstration of updated unreal engine 5.1 Complete menu system. The system contains the menu system and the maps and minimap system.

password=CLM_MapMenu


CLM_MapMenuP1

View Post

UE5 Open World #12 - SkyAtmosphere - Change Cloud Density and Darken Colors

In this episode of unreal engine 5 open world series, I am going to work on how to increase the cloud density and how to darken the atmosphere. Here, the atmosphere is built with unreal sky atmosphere actor and the clouds are created with volumetric clouds actor. We will modify the volumetric clo...

View Post

Unreal Engine 5.1 - Enhanced Input System - Remapping Keys

Today I am going to show you how to remap input keys / customizing controls in unreal engine 5 enhanced input system. Previously we had implemented a full menu system with customizable controls using old input system in unreal engine 5. Today, we are going to refactor the same system to work with...

View Post

Unreal Engine 5.1 - Enhanced Input - Multi-Key Actions

In this unreal engine tutorial, I am going to show you how to implement inputs with key combinations using "Enhanced Input System" introduced in unreal engine 5.1. Here, we will be using chorded actions feature to implement multi key input actions such as following attack types.    ...

View Post

Unreal Engine 5.1 - Migrating to Enhanced Input System

Today I am going to show you how to migrate from the regular Input System we had in earlier versions of unreal engine to Enhanced Input System introduced in unreal engine 5.1 . Here we will look into how to setup Input action assets and input action mapping context for Axis and Action mappings fo...

View Post

UE5 Open World #11 - Palm Tree Leaves Wind

In this episode of unreal engine 5 open world series, I am going to implement wind effects on the palm tree leaves. We already have grass wind node in unreal material system by default, but we can't rely on that as the palm trees behave in a different manner to the wind. We are going to implement...

View Post

Unreal Engine 5 - Open World Project Files

UE 5.3 Project files (starting from Episode #35)

CodeLikeMe_OpenWorld_UE_5.3 

password= CLM_UE5.3_OpenWorld

...

View Post

UE5 Open World #10 - Procedural Bushes and Scattered Stones

In this episode of unreal engine 5 open world series, I am going to add bushes and small scattered stones as ground cover foliage near the cliff foot areas. Here also, we will procedurally spawn these meshes using landscape grass output. But we will limit the spawning areas only on the surface ar...

View Post

UE5 Open World #9 - Procedural Foliage

In this episode of unreal engine 5 open world series, I am going to generate a forest of palm trees using procedural foliage spawning system in unreal engine 5. Here, we will look into how the procedural foliage volume works, how to cluster trees, what are the different parameters we can fine tun...

View Post

Unreal Engine Skateboarding Template - UE 5.1 Update

Here is a demonstration of unreal engine skateboarding template I have implemented. The project is now updated and tested on unreal engine 5.1

password=CLM_Skate5.1

Project Files: 2022-12-29 10:01:01 +0000 UTC View Post

UE5 Open World #8 - Landscape Grass Output

In this episode of unreal engine 5 open world series, I am going to add a grass output into the landscape auto material we have created. This will allow us to spawn grass meshes on the landscape where the grass texture layer appears and avoiding other landscape layers such as sand or rocky surfac...

View Post

UE5 Open World #6 - Global Beach Wet Sand Level

In this episode of unreal engine 5 open world series, I am going to implement a wet look on the landscape near the sea water level. This wetlook will be implemented on the landscape material and will be applied globally. So that wherever the land meets sea, the surface would look wet regardless o...

View Post

UE5 Open World #6 - Ocean

In this episode of unreal engine 5 open world series, I am going to add an ocean around the island landscape we have created. Here we will be using water plugin in unreal engine 5. We will have to adjust the ocean water spline to match the edge of the island.

password=CLM_Ocean

View Post

UE5 Open World #3 - Procedural Landscape Material - Textured Landscape Layer Functions

In this episode of unreal engine 5 open world series, I am going to continue with the procedural landscape material. Here we will implement separate material layer functions for each different layer of the landscape that represent grass, soil, rock and sand surfaces. So far, we have been using ju...

View Post

UE5 Open World #3 - Procedural Landscape Material Layers

In this episode of unreal engine 5 open world series, I am going to continue with the procedural landscape material. Here we will work on the sea level and the beach region. There will be a separate layer to represent the beach layer. On the sea level, the landscape layer will be transitioned int...

View Post

UE5 Open World #3 - Procedural Landscape Material Layers

Today I am going to start working on a procedural landscape material. In this episode, we will focus on how to blend different colors on landscape beased on the slope of the landscape. The reason we are only going to use a color instead of textures is to keep the material simple so that we can un...

View Post

UE5 Open World #2 - Character Scale Reference Grid Placement Utility

Today I am going to implement a simple tool that allows us to place dummy characters all over the map in a grid on landscape to help us with understanding the scale of the world. This tool will have options to adjust the  grid spacing, the mesh you want to put as reference, clear the referen...

View Post

UE5 Open World #1 - World Machine to Unreal Engine 5

Today I am going to generate an island landscape in World Machine and import it into unreal engine 5. Here, I will show the complete workflow that consist of , 1. Setting up the island landscape simulation in world machine 2. Setting up output parameters  3. Import the world machine output i...

View Post

Unreal Engine 5 - Companion AI

Today, we are going to implement a companion AI system in unreal engine 5.1. Here, the companion will accompany the player to a certain location in the level. If the player stop following the companion, he will stop and wave to ask player to follow him. We will be implementing this system using A...

View Post