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...
2022-03-17 04:31:25 +0000 UTC
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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...
2022-03-15 12:30:00 +0000 UTC
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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...
2022-03-14 14:48:03 +0000 UTC
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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...
2022-03-13 06:42:01 +0000 UTC
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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...
2022-03-12 05:18:50 +0000 UTC
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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
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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...
2022-03-10 11:05:51 +0000 UTC
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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...
2022-03-08 04:51:40 +0000 UTC
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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...
2022-03-07 04:36:00 +0000 UTC
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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...
2022-03-06 04:44:24 +0000 UTC
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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. ...
2022-03-05 05:00:48 +0000 UTC
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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...
2022-03-03 23:29:59 +0000 UTC
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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...
2022-03-03 04:35:31 +0000 UTC
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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 ...
2022-03-02 04:51:33 +0000 UTC
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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...
2022-03-01 04:16:46 +0000 UTC
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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 ...
2022-02-28 04:30:52 +0000 UTC
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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...
2022-02-27 05:07:17 +0000 UTC
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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...
2022-02-26 05:42:45 +0000 UTC
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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, ...
2022-02-25 05:14:36 +0000 UTC
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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...
2022-02-24 05:10:12 +0000 UTC
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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...
2022-02-23 04:31:41 +0000 UTC
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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...
2022-02-22 04:29:14 +0000 UTC
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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...
2022-02-21 04:36:39 +0000 UTC
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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....
2022-02-20 04:23:37 +0000 UTC
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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...
2022-02-19 06:54:24 +0000 UTC
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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...
2022-02-17 04:32:06 +0000 UTC
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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...
2022-02-16 04:12:40 +0000 UTC
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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...
2022-02-15 04:43:17 +0000 UTC
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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...
2022-02-14 04:15:36 +0000 UTC
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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....
2022-02-13 04:33:06 +0000 UTC
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