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
When these three combine, you don't have a farm. You have a ritual site .
This is not a bug. This is the ritual’s climax. When these three combine, you don't have a farm
Marnie was not a witch. She was a retired roller coaster engineer who lived in a crooked cottage at the edge of Soggy Meadow. Her magic wasn't spells or potions—it was and aesthetic cruelty . When these three combine
A Lovely Bunny appeared and is staring at the pit. Fix: Give it the Bunny Foot back. It will nod and disappear. The ritual continues. When these three combine, you don't have a farm
The "cracked" reference comes from some players using unofficial launchers to access mods for free. Instead, use the free demo or legit copy of Lovely Craft , or recreate the aesthetic with vanilla blocks.
- 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