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    • Shooter Tutorial
      • Table Of Content
      • 01: Introduction
      • 02: Creating main game classes
      • 03: Input & Basics About Functions & Objects
      • 04: Camera & Animation Blueprint
      • 05: Weapon System Mechanics
      • 06: Debug System
      • 07: Damage System & Pooling
      • 08: Weapon Audio Visual System & Pistol
      • 09: UI Manager System & Crosshair Shader
      • 10: Enemy & Hit Reactions & AI
      • 11: Niagara & UMG Damage Indicators
      • 12: Blood splatters on walls and surface
      • 13: Procedural level using PCG
      • 14: Lighting Scenarios
      • 15: Shotgun
      • 16: Rifle
      • 17: Inventory & Items
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  • Shooter Tutorial – Damage System & Pooling

    Shooter Tutorial – Damage System & Pooling

    After verifying that our weapon mechanics are working correctly using the Debug System, it’s time to implement the Damage System with support for Projectiles, Traces, and a Pooling System. Let’s finally deal some damage!

    Read more: Shooter Tutorial – Damage System & Pooling
    July 16, 2025
    damage, pooling, projectiles
  • Shooter Tutorial – Debug System

    Shooter Tutorial – Debug System

    Finished another Shooter Tutorial: Debug System. It supports configurable debug pages and uses UMG for full visual control.

    Read more: Shooter Tutorial – Debug System
    July 14, 2025
    debug, umg
  • Shooter Tutorial – Weapon System Mechanics

    Shooter Tutorial – Weapon System Mechanics

    It took me some time but I managed to finish next part of Shooter Tutorial: Weapon System Mechanics. Supports multiple fire modes, aiming, recoil, spread, overheat, warmup, and more — all data-driven and made with Blueprints!

    Read more: Shooter Tutorial – Weapon System Mechanics
    July 12, 2025
    weapon, weapon component
  • Shooter Tutorial – Camera & Procedural Anims

    Shooter Tutorial – Camera & Procedural Anims

    Just wrapped up a new shooter tutorial on Camera & Animation Blueprints. It covers procedural weapon animations—no traditional animations needed. Learn how to create recoil, lean, aiming, and reload effects entirely within Animation Blueprints using simple techniques. This approach also lets you customize each weapon’s feel without relying on animators, making it perfect for games […]

    Read more: Shooter Tutorial – Camera & Procedural Anims
    June 7, 2025
    anim blueprint, camera, procedural
  • Shooter Tutorial – let’s start!

    Shooter Tutorial – let’s start!

    I’m excited to start working on the Shooter Tutorial beginner course, where I’ll be building a simple game completely from scratch. So far, I’ve published two new tutorials: You can also find all these tutorials easily by navigating to Tutorials -> Shooter Tutorial at the top.

    Read more: Shooter Tutorial – let’s start!
    June 5, 2025
    blog, shootertutorial
  • Adding Custom Toolbar Buttons to the Unreal Engine Editor

    Adding Custom Toolbar Buttons to the Unreal Engine Editor

    When working on a game, you’ll often create custom Editor Widgets—tools designed to help developers work more efficiently. These can include things like an Items Database, Dialogue Manager, Character Database, Profiling Tools, or Level Design Utilities—you name it! Fortunately, there’s a simple way to add buttons directly to the Editor Toolbar without needing to create […]

    Read more: Adding Custom Toolbar Buttons to the Unreal Engine Editor
    June 1, 2025
    blueprint, editor, toolbar
  • Unreal Engine Base Classes & Architecture

    Unreal Engine Base Classes & Architecture

    If you want to use Unreal Engine to create games, you’ll need to work within its engine architecture. This is one of the main differences between Unity and Unreal Engine.Keep in mind that this architecture also helps you with communication between different elements in your game. So basically the more you know the architecture the […]

    Read more: Unreal Engine Base Classes & Architecture
    May 30, 2025
    architecture, classes, theory
  • I’m back!

    I’m back!

    Over the past few years, I’ve been really busy and haven’t had much free time — and to be honest, that hasn’t changed much. But what has changed is that I’ve gained a lot more technical experience. A decade ago, I was working as a producer and learning programming, art, and other skills in my […]

    Read more: I’m back!
    May 25, 2025
    blog
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