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Top 23 C++ Ue4 Projects
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Project mention: Tesla braces for its first trial involving Autopilot fatality | news.ycombinator.com | 2023-08-28
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I have looked up a few projects like Tom Looman's EpicSurvivalGame and Epic's Lyra Project, but I don't think they were made as formal games but more like tutorials. They don't teach us how to organize our project.
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SonarCloud
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ActionRoguelike
Third-person Action Roguelike made in Unreal Engine C++. Project for Unreal Engine C++ Course & Stanford University
Project mention: So You've Decided to Move from Unity to Unreal Engine | news.ycombinator.com | 2023-09-14A course that finally made Unreal "click" for me, after years of toying with it, was Tom Looman's 'Professional Game Development in C++ and Unreal Engine' course. The source for what you build (with the chapters available in the git history) is here. [1] It was based on a class he taught and so also includes homework, which I found infinitely more valuable than just following along in a 'Here's how to [x].' type lesson.
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Project mention: Does anyone know how to extract texture files from Infinite? | /r/Bioshock | 2023-07-02
Many people use UE Viewer. sm
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ALS-Community
Replicated and optimized community version of Advanced Locomotion System V4 for Unreal Engine 5.1 with additional features & bug fixes
Project mention: Have you heard of Smartpoly? This dude teaches how to make games in UnrealEngine5, thought some apes would be interested in that in creating their own NFTGames for GameStop 🚀 | /r/Superstonk | 2023-02-21ALS v4 Community Edition
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If you are interested, there are open source solutions on top of Unity, Blender, Unreal. You can generate yourself the data you described easier than it looks (the amount of options and settings can be intimidating with these tools).
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Github for Kawaii Physics plugin
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Mergify
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Yeah, u can do everything in UE. This kind of things have a common name of procedural generation. U can use build in options, write it yourself or use a 3rd party component, one of the popular ones is https://runtimemesh.koderz.io/
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I used the version on Github, unzip it and put it in C:\Program Files\Epic Games\UE_5.0\Engine\Plugins\Runtime or on Mac: /Applications/Epic Games/UE_5.0/Engine/Plugins/Runtime. In Houdini Engine settings I set the session type to TCP Socket and set the Houdini Executable to Houdini Indie (not sure this was necessary). I wasn't able to create a reliable connection to Houdini - it would connect but after a while it would disconnect and I wasn't able to reconnect again. So what I did was start Houdini Indie and went to Windows > Houdini Engine Session Sync, set the drop down to TCP Port and press Start and then in Houdini Engine, create a session. Session sync is an extra feature that I didn't make use of but I couldn't find another way to restart the Houdini server.
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I have never tried online courses but my recommendation if you are having problems with coding, learn c++ outside of Unreal Engine. After having a good grip on the language I suggest to jump to Unreal C++ programming. There is a lot of free resources online that can teach you for free you can even learn the basics just by looking at github repositories. For example this is a very good one that I even used back in the day to complete my bachelor and is actually pretty useful: https://github.com/Harrison1/unrealcpp
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Project mention: The Next Generation in Graphics, Part 1: Three Dimensions in Software | news.ycombinator.com | 2023-04-27
Let me make the case that it's definitely not just nostalgia - or, at least, that Quake style movement didn't fade away because of any objective, rational process.
One of the exasperating consequences of the rise of game engines has been that you have games shipping that have more and more of their game design inherited from their game engines.
On some level this makes sense - games are just massively complicated, and so if you already have working, tested code, it's often quite tempting to just go with what already works (and not spend time really internalizing how working things work) and then focus on figuring out the particular things you are adding from that baseline.
As just such an example, when I was working on Activision's Soldier of Fortune, we largely inherited Quake 2's movement code, and most of it was left untouched by the time we shipped. At some point, midway through development, inspired by Thief, I stayed late one night with a co-worker, and I added in leaning around corners to the player controls. I don't remember the particulars of that process, but (obviously) I had to make tons of aesthetic choices while doing that, because I was writing it from scratch. But the base movement we could inherit.
If you go back and look at first person games from the late 90's, their aesthetic choices about basic player movement are all different in subtle ways. That makes sense, because most studios were writing their own bespoke engines at the time, and there was vastly less code sharing. So people were writing code because there was no particular alternative, and so they were making tons and tons of aesthetics choices whether they wanted to or not. Lots of those choices weren't always great, but they were often particular.
It's clear at this point that lots and lots of FPS games just inherit Unreal Engines movement. Not because it's great, but because it comes with Unreal and it's a default. To me, there's something very specific about the way friction works with player movement in Unreal that feels very ... sticky? ... compared to Quake Engine games. Players come to a stop when input is released in a way that feels like being in glue - again, at least to me. There's more subtle gliding around in Quake. As far as I can tell, the difference rarely effects game play in most games. But it does change how it feels aesthetically to play moment by moment.
Anyway, this topic feels intensely path dependent to me. Unreal's movement is the default because Unreal is the default engine (in a lot of contexts), but it didn't become the default because of anything specific about its player movement code. Those aesthetic decisions were just along for the ride, so to speak. Or at least, that's my sense.
Interestingly, I found a github project a while ago that tried to reverse engineer Quake / Source's movement and put it into Unreal Engine 4. No idea how successful the project is, but I suspect it might be an interesting resource for seeing what's different between the two: https://github.com/ProjectBorealis/PBCharacterMovement
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AsyncLoadingScreen
Async Loading Screen is a free and open-source plugin for Unreal Engine. Async Loading Screen allows you to easily configure a Loading Screen System in the project settings, and automatically add a Loading Screen whenever you open a new level, without Level Streaming.
Use an existing solution: https://www.unrealengine.com/marketplace/en-US/product/async-loading-screen
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Create your own generic graph dialogue system (requires C++ and this plugin)
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I've been using https://github.com/NotYetGames/DlgSystem which has been really helpful.
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RE-UE4SS
Injectable LUA scripting system, SDK generator, live property editor and other dumping utilities for UE4/5 games
Project mention: Just…why? This is not Alohomora. This is lock picking. | /r/HogwartsLegacyGaming | 2023-03-16And to use it, you have to install this thingy. Which is very confusing to understand but I read through the readme that comes with the download and it says you install it into /{Gameroot}/GameName/Binaries/Win64/
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You could try this https://github.com/slowburn-dev/DataConfig
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For anyone who might find this later, the plugin name is called Hermes and the github page is here : https://github.com/jorgenpt/Hermes
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InfluxDB
Collect and Analyze Billions of Data Points in Real Time. Manage all types of time series data in a single, purpose-built database. Run at any scale in any environment in the cloud, on-premises, or at the edge.
C++ Ue4 related posts
- Rendering mathematical objects in UE
- How to store a datatype as a variable?
- Need help on dialogue boxes
- Free open-source dialogue plugin
- Inventory system using MAP variables.
- How do you guys do level loading/loading screens?
- Stylized hair animation question.
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A note from our sponsor - InfluxDB
www.influxdata.com | 23 Sep 2023
Index
What are some of the best open-source Ue4 projects in C++? This list will help you:
Project | Stars | |
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1 | carla | 9,645 |
2 | EpicSurvivalGame | 2,973 |
3 | ActionRoguelike | 2,779 |
4 | UEViewer | 2,030 |
5 | ALS-Community | 1,806 |
6 | unrealcv | 1,758 |
7 | KawaiiPhysics | 1,386 |
8 | RealtimeMeshComponent | 1,356 |
9 | HoudiniEngineForUnreal | 1,146 |
10 | unrealcpp | 1,078 |
11 | PBCharacterMovement | 1,052 |
12 | UnrealPakViewer | 765 |
13 | AsyncLoadingScreen | 633 |
14 | GenericGraph | 545 |
15 | SimpleFPSTemplate | 541 |
16 | StealthGameUdemy | 358 |
17 | CoopShooterUdemy | 343 |
18 | DlgSystem | 284 |
19 | RE-UE4SS | 234 |
20 | UE-BUITween | 206 |
21 | DataConfig | 118 |
22 | SteamBridge | 114 |
23 | Hermes | 109 |