SamSuka
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[Project Files] Runtime character skeletal mesh change in unrealengine

 
In this unreal engine tutorial, I am going to show you how to change the character skeletal mesh in the runtime of the game in unrealengine. As we play the game, we can change the character into a deer, a dragon and back to a human anytime we need seamlessly. I have done this to emphas...

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[Project Files] Unreal Flash Light with Light Function


password : codelikeme_flash

 
Today, I am going to implement a flash light with a light function for the unreal first person template. A light function is a material that can be applied to a light to filter the intensity of the light across the projection. When we projec...

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[Project Files] Unreal Survival #15 - Inventory System [inventory Items]

 
In this episode of unreal engine survival tutorial series,  I am going to continue with the inventory system. Today, let's implement a wiget to represent resource types or any item in the inventory. This item widget will be displayedin the slots of inventory and when we click on on...

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[Project Files] Interactive Sliding Door Blueprint in unreal engine

 In this unreal engine tutorial, I am going to implement a slide and swing door. This door contains 5 panels and the right most panel will be used as the master door and if the player wants, all the panels can be slide into the right and fully open the panoramic door. When player go near the...

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[Project Files]Bow and Arrow Aim Offset III - Unreal Open World #408

 
In the last episode of the unreal open world series, we worked on an aim offset asset for the character aiming with bow and arrow and integrated it with the character animation blueprint. But the arrow at right hand and the bow in the left hand don't exactly match when the character mo...

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[Project Files] Unreal Locomotion with Rootmotion - Part 5 [Run to stop and Walk to stop animations]

  This is the part 5 of rootmotion based locomotion system I am working on in unreal engine. Here I am going to walk on stop walking and stop running animations. When the player release the movement inputs, instead of lerping the movement speed to 0 and playing the walk animations accor...

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[Project Files] Touch Inputs in Unreal Engine

  This tutorial is continued from the "Throwing objects with projectile prediction in unreal" video I did recently. Today, I am going to implement a touch input system on this project so we can control this game in a mobile device with a touch interface. There will be 2 visual thumbstic...

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[Project Files] Unreal Survival #14 - Inventory System [Basic widget layout]

  In this episode of unreal engine survival tutorial series,  I am going to start implementing an inventory system to manage the resources of the player gather in the game. For this, I am going to use red dead redemption satchel as a reference and in this episode, I will be working...

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[Project Files] Unreal Locomotion with Rootmotion - Part 4 [Jumping with Left/Right Foot]

 This is the part 4 of rootmotion based locomotion system I am working on in unreal engine. Here I am going to implement a root motion enabled animations based jumping system. ALso, I am going to synchronize the jumping animation with the movement animations by changing the leg used to eject...

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[Project Files] Unreal Pedestrian System - Part 4 [Dynamic Navigation & Navigation Invokers]

  This is the part 4 of the mini series I am doing on a pedestrian system in unreal engine. So far we have implemented a pedestrian system which dynamically spawns and maintain a pool of pedestrian npc characters around the player walking area. But still, they are using a static or prev...

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[Project File] Unreal Multiplayer FPS #4 - Replicating Damage and Kill

 This is the 4th episode of unreal engine multiplayer first person shooter series. Today,  am going to implement bullet damage on the characters. So, we will be able to shoot on other characters in the multiplayer environment and there health levels will be reduced and a hit reaction an...

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[Project Files] Unreal Scope Material with Realistic Zoom Effect

 
Today, I am going to implement a realistic scope for a gun. Whatever we see through the scope will be physically magnified and player can actually see a magnified view through the scope while keeping the same regular view around the the scope. This method can be applied to a VR gun or a...

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[Project Files] Unreal Pedestrian System - Part 3 [Dynamic Spawning and Pooling Pedestrians]

 
This is the part 3 of the mini series I am doing on a pedestrian system in unreal engine. In previous episode, I implemented a way to define paths the pedestrians can take when they roam around the city. Today, I am going to implement a way to dynamically spawn the pedestrian character...

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Unreal Third person Shooter #64 - Turn In Place

 Project Files :https://www.patreon.com/posts/44440750 

In this episode of my unreal engine third person shooter series, I am going to continue with aiming and turning. Last time we implemented a way to...

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Unreal Third person Shooter #64 - Turn In Place

 Project Files : https://www.patreon.com/posts/38469692 In this episode of my unreal engine third person shooter series, I am going to continue with aiming and turning. Last time we implemented a way to turn the c...

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Unreal Third person Shooter #63 - Turn without moving foot

 Project Files : https://www.patreon.com/posts/38469692 In this episode of my unreal engine third person shooter series, I am going to continue with aiming, Here, I'm gonna show you how to make the character turn ...

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[Project Files]Unreal Multiplayer FPS #1 - Replication

Today, I am going to start a new tutorial series on a multiplayer first person shooter game. In the first part, we are going to setup a basic multiplayer game using the first person template and then change the template to replicate the physics interactions in the world and projectiles. So, when ...

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[Project Files] Throwing objects with projectile prediction in unreal

This tutorial is continued from the "Projectile Trajectory in Unreal - Part 2" video I did recently. Today, I am going to implement an object which can be thrown from the character according to the predicted path in projectile prediction system we have already worked on. This approach can be used...

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Unreal Third person Shooter #62 - Aim Offset IV

 
In this episode of my unreal engine third person shooter series, I am going to continue with aim offset. Now that we have integrated the aim offset asset we created into the animation blueprint, we have few issues in our gun placement on hand. We are going to fix those issues in this ep...

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[Project Files] Projectile Trajectory in Unreal - Part 2 [change trajectory target]

 
Last time we worked on how to create a projectile path in unreal engine which predicts the path of some object like a rock the character can throw. Today, I am going to make the trajectory change with mouse input so that player can change the trajectory target. If player move mouse forw...

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[Project Files] Unreal Pedestrian System - part 1

 
This is the part 1 of the mini series I am doing on a pedestrian system in unreal engine. Here, I am going to focus on a way to define the paths that pedestrians can take. For example, if we take a city, there are streets, zebra crossings and sidewalks. Even though the whole area is nav...

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[Project Files] Facebook 3D photo with Unreal engine

 
In this episode I am going to show you how to properly capture scenedepth of the scene in unrealengine to make a 3D photo in facebook. I have already covered this topic in a previous video, but there were some issues in the method I used to capture the scene depth into a black and whit...

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[Project Files] Bow and Arrow Aim Offset- Unreal Open World #406

 
In this episode of unreal engine open world series, I am going to create an aim offset asset for to be used with the bow and arrow system. I had already implemented a way to aim the bow and arrow towards the reticle using bone modification based approach. but the results were not satis...

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[Project Files] Unreal Survival #13 - Fruit Plants

  In this episode of unreal engine survival tutorial series,  I am going to implement a fruit plant where player can eat the fruits. When player eat fruits, it will increase the food bar level. Ad the fruits from the plant will be vanished. player can't eat again until they are rep...

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[Project Files] Portal & Teleport System In Unreal Engine

 Here is a demo of portal and teleport system I have implemented in unreal engine. Using this system, player can see through the portal door to an alternative location in the map, it will look just like we are looking at that place through the door from that place, except player is not in th...

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[Project Files] Unreal Locomotion Blendspace with Rootmotion - Part 1

 
Usually, the character movement in unreal is handled by adding movement inputs. The problem in this approach is, we have to match the animation speeds manually to actual movement speed of the character. Today, I am going to show you a way to completely drive the character locomotion wi...

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[Project Files] Unreal Survival #12 - Hunger Level

 
In this episode of unreal engine survival tutorial series,  I am going to implement the hunger level or the food level of the character and connect it with the progress bar on the hud which represent how full the character is. With time,t he food level will deplete and character w...

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[Project Files] Dragon Riding - Unreal Open World #405

 
In this episode of unreal engine open world series, I am going to implement a dragon riding system. Player will be able to hop on the dragon and fly around the world. The system will be similar to horse and other animal riding systems we worked on previously.  Please note that I wi...

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[Project Files] Mount & Dismount Animal/Horse - Unreal Open World #404

 In this episode of unreal engine open world series I'm trying to refine the mount and dismounting of rides. In this case, I am riding a deer. But the same method can be applied to ride a horse as well. when the character go near a ride able horse/deer, and press E, character will mount the ...

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15000 subscribers

Thanks everyone. you deserve the biggest thank of this achievement. :)

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