Unreal Engine sample projects
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using C++ and Blueprint
developed for prototyping and reference
all projects are free to try and Please send me feedback..
- Using widgets as health bar and changing it based on player collision in 3 methods
- Custom property of item on stage
- Blueprint only
Using:
collision detection, widgets, material parameters, timeline component, blueprint functions
As the technicians initiated its startup sequence, the lab was filled with a soft hum of machinery and the gentle glow of LED lights. Bigdroidos 201's eyes flickered on, shining like two bright sapphires in the dim light. It stretched its synthetic limbs, exhibiting a fluidity of movement that was almost indistinguishable from a human.
The primary function of BigdroidOS is to mask a device's true specifications to make it appear more powerful than it is. Devices running BigdroidOS 201 often exhibit the following "magic" characteristics: bigdroidos 201 2021
For embedded systems and digital signage—two massive deployment areas for BigDroidOS—the 2021 version optimized the Android AudioFlinger and SurfaceFlinger pipelines. This significantly reduced audio-video desynchronization and interface stuttering, even when running on lower-spec hardware. Architectural Foundations As the technicians initiated its startup sequence, the
- Using collision scenarios, each as separate map with similar Blueprint and C++ approach
- Search and find properties on collision actor with C++
- 6 maps
- C++ and Blueprint
Using:
C++ : TFieldIterator
Blueprint: TextRender, SpotLight
- Using GameInstance to save total score on map change (between levels)
- Using HUD class and communicate with GameMode on score/pick-item
- Display image and number of picked up items in widget (3 different items)
- Use Sequencer on change map
- Spawn Emitter
- GameMode communications on game logic and data flow
- Custom FBX object made by Blender and 3 imported images for widget
- Blueprint only
Using:
GameInstance, GameMode, HUD, Widget, Sequencer, Emitter, Collision detection, Map/Level change
- Spawn destroyable objects based on box boundary
- Customisable features
- C++ only
Using:
RandomPointInBoundingBox, SpawnActor, Collision detection
- Communication with GameMode for data flow control between independent stage objects
- Blueprint only
Using:
Widget, Font Material, GameMode, Collision detection
- Having 4 different approaches of AI on character by using AI Controler
- Blueprint only
Using:
AI Controller, Behaviour Tree, Blackboard, BTT Task , GameMode communication on collision detection
- Drag and Drop by using F key
- Simple game prototype
- Communication with GameMode for game logics
- Blueprint only
Using:
Drag and Drop functionality, Physic Handler, Widget, GameMode , Collision handling