SamSuka
CodeLikeMe

CodeLikeMe

patreon


CodeLikeMe activity

Unreal Engine Advanced Team AI - Coordinated Attack - Simultaneous Shooting Control (ALS #51)

This is episode 5 of the third-person shooter series based on Unreal Advanced Locomotion System. Today we are going to do some improvements to the simultaneous shooting control system that controls how many AI characters can shoot simultaneously at a given target when there are multiple AI-driven...

View Post

Unreal Engine Dismemberment and Bone Breaking (ALS #50)

This is episode 50 of the third-person shooter series based on Unreal Advanced Locomotion System. Today we are going to implement dismemberment of the limbs of the character when they are caught in an explosion. Here, we will use the constraint-breaking system of the unreal engine. Characters wil...

View Post

Unreal Engine Characters Getting Hit by Vehicles - II

In this video : https://youtu.be/_4hb4EGO1_Q we worked on how to run over NPC characters with a vehicle. basically, when they are hit by a car, they go into a ragdoll simulation and get pushed away. This works nicely when the ca...

View Post

Unreal Engine Advanced Combat AI - Offensive vs Defensive Spawners (ALS #49)

This is episode 49 of the third-person shooter series based on Unreal Advanced Locomotion System. Today we are going to work on how to assign the AI combat mode of the NPC characters in the runtime through spawners. That means, we have character spawners that spawn NPC characters that belong to d...

View Post

Unreal Engine Advanced Combat AI - Offensive vs Defensive (ALS #47)

This is episode 48 of the third-person shooter series based on Unreal Advanced Locomotion System. Today we are going to work on how to set the attack mode of AI-driven characters. Initially, we will implement 2 basic attack modes as offensive and defensive. In the offensive combat mode, the chara...

View Post

ShootLikeMe - Third Person/Top Down Shooter Template

Updated Links

This release(5.3 version) contains the latest project with Top down and third person game modes.
for third person: use ALS_GameMode_SP game mode.
for top down: use TopDown_GameMode_SP game mode

[Latest]

2022-03-11 06:38:54 +0000 UTC View Post

Unreal Engine Freezing Ragdoll of Dead Bodies (ALS #46)

This is episode 46 of the third-person shooter series based on Unreal Advanced Locomotion System. Today we are going to work on how to freeze the ragdolls of the dead characters after a while. We simulate the physics of the character mesh when they are killed to get a realistic dead behavior in o...

View Post

Unreal Engine Advanced Team AI - Coordinated Attack - Throwing grenades (ALS #45)

This is episode 45 of the third-person shooter series based on Unreal Advanced Locomotion System. Today we are going to work on grenade throwing in coordinated enemy attacks. What I meant by that is, when the AI enemies throw grenades at the player or another AI opponent, they shouldn't overwhelm...

View Post

Unreal Engine Advanced Team AI - EQS Sharing Results (ALS #44)

This is episode 44 of the third-person shooter series based on Unreal Advanced Locomotion System. Previously we implemented some environment queries to get some locations such as cover locations. But these EQS ran independently on each AI character's behavior trees. They don't have any mutual awa...

View Post

Unreal Engine Grenades - Cancel Throwing (ALS #43)

This is episode 43 of the third-person shooter series based on Unreal Advanced Locomotion System. We have already implemented a throwing system that allows the player to throw grenades and rocks. But once the player press and hold the throwing button, there is no way to cancel throwing. So, today...

View Post

Unreal Engine AI Working as a Team (ALS #42)

This is episode 42 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, we are going to get started with how to make AI-controlled NPC characters work as a team.  For example,  when the player throws a rock near a set of enemies and they hear the noise. ...

View Post

Unreal Engine Throwing Rocks to Distract NPCs (ALS #41)

This is episode 41 of the third-person shooter series based on Unreal Advanced Locomotion System. Today, we are going to implement a rock-throwing mechanism. When the rocks hit a surface, a sound and a noise that can be perceived by AI perception system of NPC characters will be spawned in the pl...

View Post

Unreal Engine NPC AI - Detect and React to Explosions (ALS #40)

This is episode 40 of the third-person shooter series based on Unreal Advanced Locomotion System. We have already implemented a pretty robust AI controller that can engage in a battle with multiple characters with enemy factions. Today, we are going to implement a way to detect explosions and how...

View Post

Unreal Engine Enemy NPC AI Behavior Tree - Grenade Throwing Improvements (ALS #39)

This is episode 39 of the third-person shooter series based on Unreal Advanced Locomotion System. We have already implemented a grenade-throwing mechanism that allows both player and AI characters to throw grenades. Today we will do some improvements to the decision making process of the grenade ...

View Post

Unreal Engine Characters Getting Hit by Vehicles

In this unreal engine tutorial, we will work on how the characters get hit by vehicles. Here basically what happens is, the vehicle will be able to hit or run over NPC or player characters. When a character is hit by a vehicle, the character mesh will go into ragdoll simulation mode so the body w...

View Post

Unreal Engine Enemy NPC AI Behavior Tree - Throwing Grenades (ALS #38)

This is episode 38 of the third-person shooter series based on Unreal Advanced Locomotion System. We have already implemented a grenade-throwing mechanism that allows the player to throw grenades and kill enemies. Now let's implement grenade throwing ability for enemy AI characters. So, when the ...

View Post

Unreal Advanced Locomotion System - Grenade Explosion and Damage (ALS #37)

This is episode 37 of the third-person shooter series based on Unreal Advanced Locomotion System. We have already worked on the animation part of the grenade throwing and showing the predicted projectile path. Now let's look into how to actually throw the grenade, explode, and how to affect surro...

View Post

Unreal Advanced Locomotion System - Throwing Grenades - Predicted Projectile Path (ALS #36)

This is episode 36 of the third-person shooter series based on Unreal Advanced Locomotion System. We have already worked on the animation part of the grenade throwing system. Now we are going to work on how to visualize the predicted projectile path of the grenade to allow the player to accuratel...

View Post

Unreal Advanced Locomotion System - Throwing Grenades - Animation (ALS #35)

This is episode 35 of the third-person shooter series based on Unreal Advanced Locomotion System. Here, we are going to work on the grenade throwing mechanism. First, we will look into how to implement the input action and how to play an animation montage with 3 sections for grenade throw start, ...

View Post

Unreal Engine 5 C++ Tutorial - Turret #7 - Damage and Kill Characters

This is part 7 of the Turret system in unreal engine 5 using C++. Today, we are going to work on damaging the player character when it gets hit by the bullets of the turret. Here, we will do a simple  line trace in C++ to detect if any character get hit by the bullet. If yes, the Damage even...

View Post

Unreal Engine Battle Simulation - AI Improvements (ALS #34)

This is episode 34 of third-person shooter series based on Unreal Advanced Locomotion System. Here, we are going to do some improvements to the behavior tree based AI system of the characters. Following points will be discussed and implemented in this session.    - Increasing the m...

View Post

Unreal Engine Battle Simulation - Toggle Friendly Fire (ALS #33)

This is episode 33 of third-person shooter series based on Unreal Advanced Locomotion System. Here, we are going to work on a way to enable and disable friendly fire in the shooting system. When the friendly fire is enabled, when a character shoots towards an enemy, if another ally comes in betwe...

View Post

Unreal Engine 5 C++ Tutorial - Turret #6 - Shooting Sounds and Muzzle Flash

This is part 6 of the Turret system in unreal engine 5 using C++. Today, we are going to get started with the shooting mechanics of the turret. When the turret detects an enemy through the laser beam it emits, turret will start shooting at the pointed target. First, we will add a UParticleSystemC...

View Post

Unreal Engine 5 C++ Tutorial - Turret #5 - Detect Enemies with Line traces

This is part 5 of the Turret system in unreal engine 5 using C++. Today, we are going to implement a way to detect enemy characters for the turret. This will be handled through a line-trace and an interface function names IsEnemy() which will be implemented in C++ on third person character class....

View Post

Unreal Engine 5 C++ Tutorial - Turret #4 - Add Character

This is part 4 of the Turret system in unreal engine 5 using C++. Today, we are going to add the C++ third-person character that comes with the unreal engine content packs into the project. After adding the c++ mannequin third-person character content pack, we usually get some c++ errors. For exa...

View Post

Unreal Engine 5 C++ Tutorial - Turret #2

This is part 2 of the Turret system in unreal engine 5 using C++. Today, we are going to work on how to smoothly rotate the turret with a constant rotation speed. Last time we implemented on the same feature but the rotation speed was not constant as we were simply using the RInterp node to get t...

View Post

Unreal Engine 5 C++ Tutorial - Turret #1

Today, I am going to start implementing a Turret system in unreal engine 5 using C++. This would be targeted towards people who are already familiar with unreal engine but want to learn how to use C++ for game programming work. I will be using unreal engine 5 and visual studio 2019 for this episo...

View Post

Unreal Engine Battle Simulation - Prioritizing Multiple Perceived Actors (ALS #32)

This is the 32nd episode of third person shooter series based on Unreal Advanced Locomotion System. Here, we are going to work on how to prioritize and select the opponents when AI characters are engaged in shooting. In the battle system we have implemented, there can be multiple characters belon...

View Post

Unreal Engine Battle Simulation - Character Spawners (ALS #31)

This is the 31st episode of Unreal Advanced Locomotion System based shooter series. Here, we are going to implement a character spawner that spawns characters that belong to different teams who engage in a battle with a different team. The spawner will have a maximum character count that can be a...

View Post

Unreal Engine Nested Behavior Trees (ALS #30)

This is the 30th episode of Unreal Advanced Locomotion System based shooter series. Here, we are going to refactor and re-organize the AI system by introducing nested behavior trees. At the moment, we only have one big behavior tree which contains everything from fighting, searching to AI duties....

View Post