This is the 24th episode of the unreal engine multiplayer strategy game series we are working on. Here we are going to create a WASD input system which allows player to move the camera in the top down view. In this stratergy game template, player can already move the camera by pushing the cursor to the edges of the screen and the WASD inputs will allow player to interact with the game faster an...
2024-01-06 06:01:00 +0000 UTC
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This is the 22nd episode of unreal engine infinite world generation system. Yesterday, we implemented a animal spawner which enables us to spawn animals in the world everywhere in the generated infinite terrain. SO, no matter where we go, there will be animals. Today, we are going to implement object pooling pattern to the system. This simply means, when player moves away from a certain a...
2024-01-05 04:48:33 +0000 UTC
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This is the 21st episode of unreal engine infinite world generation system. Today we are going to implement a animal spawner which enables us to spawn animals in the world everywhere in the generated infinite terrain. SO, no matter where we go, there will be animals. In order to keep the system optimized, the system will only maintain animal characters in the area surrounding the player. ...
2024-01-04 01:33:31 +0000 UTC
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This is the 8th part of the creative in-game camera systems (Fixed camera/ rail camera)+ Constrained movement systems we are working on. In the last episode of this series, we worked on how to implement a system which allows player to walk on a narrow ledge that extends a very little room from a wall. Today, we will extent the same system to allow player to enter and exit the wall/ledge movemen...
2023-12-30 05:17:29 +0000 UTC
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This is the 7th part of the creative in-game camera systems (Fixed camera/ rail camera)+ Constrained movement systems we are working on.Today, we are going to work on how to implement a system which allows player to walk on a narrow ledge that extends a very little room from a wall. In regular movement, character will not be able to traverse in such a location. So, the character will have to ei...
2023-12-28 02:51:54 +0000 UTC
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This is the 20th episode of unreal engine infinite world generation system. Today we are going to implement a way to control the global sea level in the infinite terrain system we have developed. This will allow us to increase, decrease or disable all together the sea and sea level in the infinite terrain. This will control the sea plan, the wet level on ground and the beach size ne...
2023-12-25 05:16:03 +0000 UTC
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Today we are going to look into the basics of Dynamic Mesh component and Geometry Script plugin. Here we will see how to generate a mesh in runtime using UDynamicMesh component and do some basic operations such as - How to select a subset of vertices from generation mesh
2023-12-22 21:54:38 +0000 UTC
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This is the 6th part of the creative in-game camera systems (Fixed camera/ rail camera) we are working on. Today, we are going design and implement a special camera and a movement system for Gap Squeezing. Gap Squeezing or Squeeze through system is commonly referred to the mechanism which allows player to move through tight spaces, or a crack in a wall to the other side. Sometimes, this is used...
2023-12-21 16:55:12 +0000 UTC
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This is the 205th episode of the unreal engine ALS based shooter series. In this episode, we are going to re-work on input key remapping menu. Due to some of the changes in enhanced input system in unreal engine 5.3, the remapping system we had previously implemented stopped working and now we are going to fix and restore that today.
2023-12-20 00:07:33 +0000 UTC
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This is the 19th episode of unreal engine infinite world generation system. Today we are going to work on how to change the LOD level in the runtime as the player moves around in the world based on the distance to each generated terrain tile. As the LOD level changes, if player is moving closer to a tile, the polycount and the foliage density will be increased and as the player moves furt...
2023-12-19 04:30:48 +0000 UTC
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This is the 18th episode of unreal engine infinite world generation system. Today I am going to implement a LOD (Level of Detail) system into the runtime infinite terrain generation system we have worked on so far. LOD system means, in the close range, we will render terrain tiles with a higher detail count. That means a higher polycount on the terrain tile mesh and a higher foliage count...
2023-12-16 20:04:16 +0000 UTC
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This is the 5th part of the creative in-game camera systems (Fixed camera/ rail camera) we are working on. Today, we are going design and implement a special camera and a movement system for a spiral or curved staircase. Here, camera will be following the player from behind in a previously designed angle while player is moving correctly along the spiral staircase without having to correct the d...
2023-12-15 21:12:45 +0000 UTC
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Today we are going to implement a voxel island generator. This video is based on the system we have already created for voxel world generator in the following videos.
Unreal Engine 5 - Voxel World Generator: https://youtu.be/HVq_fNeKmw0
Unreal Engine 5 - Hexagonal World Generator: 2023-12-14 16:02:49 +0000 UTC
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This is the 17th episode of unreal engine infinite world generation system. Today I am going to show you how to enable infinite ocean and atmosphere in infinite world generation plugin. This will allow player to go infinitely anywhere in the world, but there will always be oceans and atmosphere.
2023-12-12 06:47:29 +0000 UTC
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Today I am going to show you how to convert a procedural mesh into a static mesh. I am going to use this mechanism to convert the grass blades generated through code into a static mesh. So it would be lightweight for when stored in disk compared to saving as procedural mesh itself in the level. As the grass is generated through code, each individual bled will perfectly match with the grou...
2023-12-11 09:08:16 +0000 UTC
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This is the 4th part of the creative in-game camera systems(Fixed camera/ rail camera) we are working on. Today, we are going to implement a way to switch between fixed camera systems and regular third person camera. In your game, there might be areas that you need to enable a fixed camera or a on rail camera and in some areas you might need the regular third person camera. This system may come...
2023-12-10 05:58:34 +0000 UTC
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This is the 16th episode of unreal engine runtime terrain generation system. Today I am going to show you how to use the runtime infinite terrain generation plugin we have implemented in your projects. We converted everything we did into a plugin in last episode so that we can re-use the system in different project easily. Here I will demonstrate how to enable the plugin in your project a...
2023-12-09 07:15:48 +0000 UTC
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This is the 10th part of the runtime foliage generation system we are working on our infinite world system. We have developed a system to divide the world into tiles and spawn grass/plants/bushes in the tiles that are closer to the player. Today, we are going to implement a way to remove the instances of those already spawned meshes when player move away from those tiles. So, we will only maint...
2023-12-07 09:01:00 +0000 UTC
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This is the 3rd part of the creative ingame camera systems(Fixed camera/ rail camera) we are working on. Today, we are going to implement a way to pre plan the movement directions for the player character based on camera angles and level. That means, sometimes, designer may choose a camera angle which does not 100% align with the convenient direction the character should move when forward input...
2023-12-06 05:56:36 +0000 UTC
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This is the 9th part of the runtime foliage generation system we are working on our infinite world system. In last episode, we implemented a system to populate grass meshes in the runtime generated world we have created. Today we will work on how to use multiple grass types and how to implement rules to distinguish the areas where different types of grass grow.
password=CLM_ToTheSpace
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2023-12-05 10:01:01 +0000 UTC
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In this unreal engine 5 tutorial, I am going to show you how to implement a on rail in game camera system somewhat similar to the camera systems in early god of war games which follows the player showcasing what player needs to see without giving direct control of the camera to player. The camera will be moving on a fixed, predefined path based on a spline while maintaining a certain distance f...
2023-12-04 06:42:24 +0000 UTC
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This is the 8th part of the runtime foliage generation system we are working on our infinite world system. Here, we will be a system to populate grass meshes in the runtime generated world we have created. The world will be divided into tiles and in the tiles nearby the player, grass meshes will be placed. We will implement this system using a combination of C++ and blueprints where performance...
2023-12-03 12:01:00 +0000 UTC
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In this unreal engine 5 tutorial, I am going to show you how to implement a fixed camera system similar to games like early resident evil games or metal gear solid games. Having this type of cameras will help us to emphasize/enhance the feeling of the level the designer wants to evoke on players. The main features of the system we are going to implement here are - How to switching between multi...
2023-12-03 07:23:41 +0000 UTC
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This is the 7th part of the runtime foliage generation system we are working on our infinite world system. Here, we will be implementing object pooling pattern for multiple foliage types we have in our generated world using C++. This means, in order to keep an infinite world, as the player navigate through the world, further landscape tiles will be removed and new tiles will be added closer to ...
2023-12-01 10:01:01 +0000 UTC
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This is the 6th part of the runtime foliage generation system we are working on our infinite world system. Here, we will implement a C++ function to generate foliage in the runtime. This will enable us to achieve much better performance compared to BP version and allow us to access additional procedural variables from foliage types so we can do a more natural looking foliage placement simulatio...
2023-12-01 07:34:24 +0000 UTC
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Here is an updated version of compass bar system originally implemented in ue4 and updated to UE5.
password=CLM_CompassBar53
2023-12-01 00:40:55 +0000 UTC
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This is the part 3 of the Unreal Engine 5 jetpack tutorial series. Here we are going to work on how to replicate the jetpack system so that we can use it in a multiplayer game. Here we will look into how to replicate the jetpack effects and flying around mechanisms.
password=CLM_ToTheSpace
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2023-11-29 10:01:01 +0000 UTC
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This is the 5th part of the runtime foliage generation system we are working on our infinite world system. Here, we will work on how to make the foliage placement deterministic. This means, every time we start the game, even though everything is generated in runtime, we will get the same world. So, foliage will be placed in the same way as the last session. This is important when we want to hav...
2023-11-28 10:01:01 +0000 UTC
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In this episode of the unreal engine 5 car race series, I am going to update the car race system we have been working on into unreal engine 5.3. This system contains following features, - AI driver cars - Customization garage - Skid marks - Nitrous boost - Procedural race track
password= CLM_AICar53
2023-11-27 10:01:01 +0000 UTC
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This is the 7th episode of the unreal engine spaceship system we are working on. Today we are going to integrate the infinite world generation system we implemented in the following series into the spaceship project. So, the spaceship will be able to travel over an infinite area of landscape. Player can stop the ship in air hovering above ground or can land on ground and exit the ship, then do ...
2023-11-26 10:01:00 +0000 UTC
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