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Top 23 C++ unreal-engine Projects
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AirSim
Open source simulator for autonomous vehicles built on Unreal Engine / Unity, from Microsoft AI & Research
Project mention: Modding API for old game: Strategies to ensure it runs on older systems while not losing productivity? | /r/REGames | 2023-05-04 -
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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WorkOS
The modern identity platform for B2B SaaS. The APIs are flexible and easy-to-use, supporting authentication, user identity, and complex enterprise features like SSO and SCIM provisioning.
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Project mention: UEVR – Transform [Existing] Unreal Engine Games into VR Experiences | news.ycombinator.com | 2024-01-12
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Project mention: I want to learn how to data mine games I enjoy, such as Animal Jam Classic, but I’m not sure where to start. | /r/learnprogramming | 2023-12-09
If you're lucky, the developers will have used a standard format to store their assets and you can just use an existing asset extractor to do the dirty work for you: Unreal, Unity, and Flash (.swf) are some of the most popular ones.
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ALS-Community
Replicated and optimized community version of Advanced Locomotion System V4 for Unreal Engine 5.3 with additional features & bug fixes
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There's also a performance question. While we can now use Blueprint nativization to convert Blueprints to C++ the result will be a fairly naive version, fast enough for most purposes but not if you're trying to push every bit of performance. This is where you're looking at making sure you're hitting things such as using the CPU cache as well as possible for an ECS system (Look at ENTT or Flecs if you want to see what they're about and why you'd want one), or a system needing to process massive amounts of data quickly such as the Voxel Plugin.
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Take a look at this: https://github.com/TriAxis-Games/RealtimeMeshComponent
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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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Unreal-Engine-Guide
Unreal Engine 5 Guide. Learn to develop games for Windows, Linux, macOS, iOS, Android, Xbox Series X|S, PlayStation 5, Nintendo Switch.
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Project mention: I am Solo developing a game inspired by Rollerdrome, Doom and Apex legends. What do you think? | /r/unrealengine | 2023-06-13
Look into https://github.com/Sixze/ALS-Refactored
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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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Project mention: How to prevent/resolve merge conflicts with blueprints? (UE5) | /r/unrealengine | 2023-12-07
You need to use git-lfs lock to prevent BP merge conflicts in git.Use this plugin: https://github.com/ProjectBorealis/UEGitPlugin. It overwrites the official git plugin and enables perforce like workflow in the editor. It is unavoidable to use locking as no vcs can diff and merge binary files like code and will cause painful rollbacks. In editor the BP diff tools shows history based on the vcs history or local changes. I don't think it solves the issue. The only way to solve the issue is to abstract as much functionality as you can from the character BP.
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Check it out if you're interested: https://github.com/hfjooste/UltimateStarterKit/releases/tag/3.0.0-beta8
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SaaSHub
SaaSHub - Software Alternatives and Reviews. SaaSHub helps you find the best software and product alternatives
C++ unreal-engine related posts
- How to prevent/resolve merge conflicts with blueprints? (UE5)
- Help with ProjectBorealis/UEGitPlugin
- So You've Decided to Move from Unity to Unreal Engine
- How the heck do you get UE5 to behave with Git?
- Does anyone know how to extract texture files from Infinite?
- How to store a datatype as a variable?
- 3D models
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Index
What are some of the best open-source unreal-engine projects in C++? This list will help you:
Project | Stars | |
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1 | AirSim | 15,844 |
2 | ActionRoguelike | 3,165 |
3 | UEVR | 2,512 |
4 | UEViewer | 2,255 |
5 | ALS-Community | 2,063 |
6 | VoxelPlugin | 1,496 |
7 | RealtimeMeshComponent | 1,454 |
8 | HoudiniEngineForUnreal | 1,264 |
9 | unrealcpp | 1,158 |
10 | PBCharacterMovement | 1,155 |
11 | FlowGraph | 1,003 |
12 | Unreal-Engine-Guide | 901 |
13 | ALS-Refactored | 809 |
14 | UEGitPlugin | 793 |
15 | AsyncLoadingScreen | 721 |
16 | GenericGraph | 615 |
17 | SimpleFPSTemplate | 588 |
18 | UE4VoxelTerrain | 571 |
19 | ue5coro | 483 |
20 | UEGitPlugin | 404 |
21 | unreal-vr | 292 |
22 | WarriOrb | 284 |
23 | UltimateStarterKit | 258 |