In this episode of the Unreal engine helicopter flying system, I am going to implement an AI controller system which allows the helicopter to be possessed and controlled by an AI system. Initially, we will implement the ability to takeoff and land the helicopter through the AI. Here we will re-fa...
2022-01-10 04:26:57 +0000 UTC
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Today, I am going to show you an example of how to convert a project that we have developed in blueprints into C++. For this, I will be using the blueprints third person template and replace the code written in blueprints regarding movements, jump and camera controls with C++ code. Here, mainly w...
2022-01-09 03:51:13 +0000 UTC
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In this episode of the Unreal engine helicopter flying system, I am going to implement an anti-missile flares emitting system. IR flares are used in helicopters to avoid getting hit by locked missiles which follows heat signatures. The flare will have a very bright head followed by a white smoke ...
2022-01-07 19:01:46 +0000 UTC
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In this episode of the Unreal engine helicopter flying system, I am going to implement a Niagara particle for IR (Infrared) flares. IR flares are used in helicopters to avoid getting hit by locked missiles which follows heat signatures. The flare will have a very bright head followed by a white s...
2022-01-06 08:49:42 +0000 UTC
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In this episode of the unreal engine magic attacks system, I am going to work on what happens when the fireball hits on another character. Here, the skin of the character will turn red and show visible burnings and start emitting some fire-like particles similar to the magic fireball while playin...
2022-01-04 20:30:00 +0000 UTC
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In this episode of the unreal engine magic attacks system, I am going to work on the trail of the magical fireball attack particle. When the fireball is being held at the hand of the character, there should not be a trail. But as the fireball is shot towards the aiming direction, it should have a...
2022-01-03 04:17:43 +0000 UTC
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Today, I am going to implement a simple shop system where the player can buy different items. I will use the shooter project as the base for this system and so you will be able to buy a helicopter. There will be 2 types of helicopters available. I will be only implementing a seller actor and a si...
2022-01-02 04:00:09 +0000 UTC
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In this episode of the unreal engine magic attacks system, I am going to work on the summoning of a fireball. When the player presses the right mouse button, A fireball will be summoned under the player character's right hand, and on left click, the character will shoot the fireball. ...
2022-01-01 04:23:54 +0000 UTC
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This is the 40th 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 ...
2021-12-31 10:04:05 +0000 UTC
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In this episode, I am going to create a Fire Ball particle system from scratch using unreal engine Niagara effects system. Here, what we are going to achieve is a simple fireball effect that looks like conjured and materialized from the particles in the environment by forcing them to concentrate ...
2021-12-30 06:03:05 +0000 UTC
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Today, we are going to look into how to synchronize the characters between the cinematic level sequences and gameplay. Because In cinematics, the character can be in one place, and by the time player reach a certain point and start the cinematic, the character could be in a different place. Becau...
2021-12-29 03:39:09 +0000 UTC
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In this episode, I am going to create a tornado particle system from scratch using unreal engine Niagara effects system. Here, the focus is not on implementing a realistic tornado, but on studying and getting familiarized with the Niagara effects system and how to use different modules and method...
2021-12-28 04:00:33 +0000 UTC
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This is the 38th 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 ...
2021-12-27 05:29:45 +0000 UTC
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In this episode of the Unreal engine helicopter flying system, I am going to implement a missile shooting system. The helicopter will be carrying 8 missiles attached to the sides and the player can shoot the missiles towards other enemy characters and helicopters and deal a large damage amount co...
2021-12-25 22:30:01 +0000 UTC
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2021-12-25 15:58:45 +0000 UTC
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In this unreal engine tutorial, I am going to implement a rotating ring particle system from scratch using the niagara effects system. The same method can be used to implement a fire ring as well by changing the material.
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2021-12-22 08:24:41 +0000 UTC
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Today, we are going to implement a rotating ring icon like a loading circle indicator in unreal UMG widget system. I am going to use this to show around the change of value in the confidence level of the character when we show the left popup notification. The same method can be used to create a l...
2021-12-22 06:52:16 +0000 UTC
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In this unreal engine tutorial, I am going to implement a snowboarding system with an infinite downhill movement path that generates automatically. The snowboarding system will be based on the skateboarding system we have already implemented.
password=codelikeme_snowboard
2021-12-20 17:40:09 +0000 UTC
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This is the 36th 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 ...
2021-12-17 09:30:01 +0000 UTC
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In this episode of the Unreal engine helicopter flying system, I am going to implement a bullet pooling mechanism based on the object pooling pattern. The idea is, instead of spawning and destroying bullets when we shoot from the helicopter, we hide and keep the bullet in an array after moving to...
2021-12-15 21:30:00 +0000 UTC
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In this episode of the Unreal engine animal herd system, I am going to make some improvements related to the detecting threats and run away system we have already worked on. Previously, even after the threat is registered, the deer characters sometimes can take about 10 seconds to react. That is ...
2021-12-14 05:12:27 +0000 UTC
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In this episode of the Unreal engine helicopter flying system, I am going to work on how to damage other actors when shot from the helicopter. So, we will be able to shoot other enemy characters and kill them. Also, we will be able to shoot down other helicopters. Here, the hot detection sy...
2021-12-13 04:03:07 +0000 UTC
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In this episode of the Unreal engine helicopter flying system, I am going to work on how to damage the helicopter from bullets. The player or other enemies will be able to shoot at the helicopters in the game and the bullets should make dents and damage the helicopter by reducing the health level...
2021-12-11 05:57:48 +0000 UTC
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In this episode of the Unreal engine helicopter flying system, I am going to work on how to damage the helicopter from bullets. The player or other enemies will be able to shoot at the helicopters in the game and the bullets should make dents and damage the helicopter by reducing the health level...
2021-12-11 05:45:53 +0000 UTC
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Here is a demonstration of bicycle riding system I am working on. This release is downgraded for unreal 4.26 as the original project was in unreal 5. Also the4.26 project has some additional features such as fall down, get up, and get on and off from bike. Please note that this is still a work in...
2021-12-10 07:56:15 +0000 UTC
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In this episode of the Unreal engine helicopter flying system, I am going to work on rotating the machine gun mounted in the helicopter towards the aiming direction. This will be handled through the animation blueprint using dynamic bone transform modifications.
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project files :
2021-12-09 04:35:01 +0000 UTC
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In this episode of the Unreal engine helicopter flying system, I am going to implement shooting projectiles system. When the player shoots with the machine gun of the helicopter, an array of bullets will be spawned and fly away from the nozzle of the gun towards the direction aiming. Aiming...
2021-12-07 18:32:09 +0000 UTC
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In this episode, I will explain What is Dynamic Programming and a practical example in C++ Fibonacci series calculation using dynamic programming and how it improves the performance over a recursive algorithm approach.
2021-12-06 17:20:25 +0000 UTC
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In this episode of the Unreal engine helicopter flying system, I am going to implement a boost effect that allows the helicopter to move faster temporarily. This mechanism will be used to evade missiles and other enemy attacks in the future. For this, first I will implement a niagara particle eff...
2021-12-02 18:55:38 +0000 UTC
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In this episode, I will explain the heap data structure and how the heap sort algorithm works, and how to implement it in C++. Here we will implement 2 main functions as BuildHeap and Heapify to build the data structure we need and to sort an array of numbers using heap sort.
2021-12-01 04:35:34 +0000 UTC
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