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Top 23 C++ Unreal Projects
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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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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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Project mention: How can I use Ultraleap hand tracking on Unreal Engine 5.1? | /r/Ultraleap | 2023-01-10
If you can’t wait and want to get going right away you can use this commit on GitHub.
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Microsoft-OpenXR-Unreal
An Unreal Engine game plugin providing additional features available on Microsoft's Mixed Reality devices like the HoloLens 2 when using OpenXR.
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https://github.com/djhaled/Uiana-MapImporter for valorant stuff
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Project mention: Will we see an unreal engine 5 unreal tournament? | /r/unrealtournament | 2023-03-09
We have a much better chance of getting a fan-made UT-like game
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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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MounteaDialogueSystem
Mountea Dialogue System is an Open-source Mountea Framework tool for Unreal Engine for creating (not just) complex dialogues! Provides its own Dialogue Tree editor and validation system.
GitHub: https://github.com/Mountea-Framework/MounteaDialogueSystem
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DiscordRPC
A Unreal Engine plugin for making presence, invite, join and spectating with Discord. (by LouisRaverdy)
Does anyone know how to fix this error? I installed DiscordRpc from here: https://github.com/LouisRaverdy/DiscordRPC and used this tutorial to set it up: https://www.youtube.com/watch?v=WXffNXd2vFU. I am new to Unreal and have no idea how to fix it. The game will run the startup videos but the error message will overlay it. There are 3 messages that appear, one saying that the module could not be loaded, another saying there was some assertion error, and the last being just a message with the text "Fatal Error" (https://imgur.com/a/Y3p7V4y). Should note that this error only happens when I run the game after it was compiled, in the editor it works fine, even the discord presenes.
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Project mention: Been working on a procedural terrain generator using the RMC & Fast Noise plugins. Here are some island generation outputs! | /r/unrealengine | 2022-12-15
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DetailsMetadataExtension
Extends the Unreal Engine blueprint details panel for variables with the ability to add property metadata key/values.
now for the good news ! https://github.com/rfsheffer/DetailsMetadataExtension
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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++ Unreal related posts
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- Where can I found Smite assets ?
- UT4 Shock rifle model for 3d print.
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A note from our sponsor - Mergify
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Index
What are some of the best open-source Unreal projects in C++? This list will help you:
Project | Stars | |
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1 | UEViewer | 2,035 |
2 | HoudiniEngineForUnreal | 1,151 |
3 | unrealcpp | 1,082 |
4 | PBCharacterMovement | 1,052 |
5 | FlowGraph | 808 |
6 | UE4VoxelTerrain | 558 |
7 | WarriOrb | 262 |
8 | UnrealPlugin | 237 |
9 | UE-BUITween | 210 |
10 | ue4-targetsystemplugin | 188 |
11 | Microsoft-OpenXR-Unreal | 152 |
12 | Uiana-MapImporter | 130 |
13 | OpenTournament | 114 |
14 | Hermes | 109 |
15 | OpenDRIVE | 98 |
16 | MounteaDialogueSystem | 86 |
17 | DiscordRPC | 83 |
18 | UEJoystickPlugin | 73 |
19 | DashEngine | 65 |
20 | Arise-SDK | 49 |
21 | SequenceBlender | 34 |
22 | UnrealFastNoise2 | 23 |
23 | DetailsMetadataExtension | 20 |