C++ unreal-engine-4

Open-source C++ projects categorized as unreal-engine-4

Top 23 C++ unreal-engine-4 Projects

  • carla

    Open-source simulator for autonomous driving research.

    Project mention: Tesla braces for its first trial involving Autopilot fatality | news.ycombinator.com | 2023-08-28
  • EpicSurvivalGame

    Third-person Survival Game for Unreal Engine (Sample Project)

    Project mention: C++ project structure. | /r/unrealengine | 2022-10-07

    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.

  • SonarCloud

    Analyze your C and C++ projects with just one click.. SonarCloud, a cloud-based static analysis tool for your CI/CD workflows, offers a one-click automatic analysis of C and C++ projects hosted on GitHub. Zero configuration and free for open-source projects! Analyze free.

  • UEViewer

    Viewer and exporter for Unreal Engine 1-4 assets (UE Viewer).

    Project mention: Does anyone know how to extract texture files from Infinite? | /r/Bioshock | 2023-07-02

    Many people use UE Viewer. sm

  • 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 | 2023-02-21

    ALS v4 Community Edition

  • RealtimeMeshComponent

    Unreal Engine 4 plugin component for rendering runtime generated content.

    Project mention: Rendering mathematical objects in UE | /r/unrealengine | 2023-09-14

    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/

  • HoudiniEngineForUnreal

    Houdini Engine Plugin for Unreal Engine.

    Project mention: No Unreal Plugin please help | /r/Houdini | 2022-12-29

    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.

  • unrealcpp

    Unreal Engine 4 C++ examples

    Project mention: Unreal Engine courses on Udemy. Noob at coding. | /r/unrealengine | 2022-11-21

    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

  • Mergify

    Tired of breaking your main and manually rebasing outdated pull requests?. Managing outdated pull requests is time-consuming. Mergify's Merge Queue automates your pull request management & merging. It's fully integrated to GitHub & coordinated with any CI. Start focusing on code. Try Mergify for free.

  • PBCharacterMovement

    HL2-style, classic FPS movement for Unreal Engine implemented in C++

    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

  • UE4VoxelTerrain

    Unreal Engine 4: Smooth voxel terrian example

  • GenericGraph

    Generic graph data structure plugin for ue4

    Project mention: Need help on dialogue boxes | /r/unrealengine | 2023-06-11

    Create your own generic graph dialogue system (requires C++ and this plugin)

  • ROSIntegration

    Unreal Engine Plugin to enable ROS Support

    Project mention: Unity VS Unreal which one you recommand for ROS (am a biginner for all three) | /r/ROS | 2023-05-04
  • DlgSystem

    Dialogue Plugin System for Unreal Engine

    Project mention: Free open-source dialogue plugin | /r/unrealengine | 2023-06-10

    I've been using https://github.com/NotYetGames/DlgSystem which has been really helpful.

  • WarriOrb

    Full source code for WarriOrb, a Dark-Souls like action platformer - using Unreal Engine 4

  • UE-BUITween

    Unreal 4 UMG UI tweening plugin in C++

  • ue4-targetsystemplugin

    UE4 Dark Souls inspired Camera Lock On / Targeting system plugin

  • Unreal_Engine_SerialCOM_Plugin

    Serial Com Port Library for Unreal Engine 4 and Unreal Engine 5

  • DataConfig

    Unreal Engine JSON/MsgPack serialization framework

    Project mention: How to store a datatype as a variable? | /r/unrealengine | 2023-07-01

    You could try this https://github.com/slowburn-dev/DataConfig

  • 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.

    Project mention: [FREE] Open-source Dialogue Plugin | /r/unrealengine | 2023-06-11

    GitHub: https://github.com/Mountea-Framework/MounteaDialogueSystem

  • RuntimeSpeechRecognizer

    Cross-platform, real-time, offline speech recognition plugin for Unreal Engine. Based on Whisper OpenAI technology, whisper.cpp.

    Project mention: Runtime Speech Recognizer - Open-source Whisper OpenAI Plugin for Unreal Engine | /r/unrealengine | 2023-06-03

    GitHub: Link Marketplace: Link. Documentation: Link.

  • DiscordRPC

    A Unreal Engine plugin for making presence, invite, join and spectating with Discord. (by LouisRaverdy)

    Project mention: Plugin failed to load module DiscordRpc | /r/unrealengine | 2023-04-14

    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.

  • GraphAStarExample

    Unreal Engine 4 generic graph A* implementation for hexagonal grids.

    Project mention: An update on the Heroquest inspired game I'm developing on Unreal Engine 5! Rooms 🚪 are now revealed once they are opened! NGL, it's starting to feel like "exploring"! 🧭 This primitive "Fog-of-war" was very easy to do: it's literally just overlayed panning textures. What do you think about it? | /r/unrealengine | 2022-10-29

    Thanks for the feedback :) I highly recommend starting from this resource and read all the articles linked inside. My current implementation has been customized a lot by me but these articles were a great kick off!

  • 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.

NOTE: The open source projects on this list are ordered by number of github stars. The number of mentions indicates repo mentiontions in the last 12 Months or since we started tracking (Dec 2020). The latest post mention was on 2023-09-14.

C++ unreal-engine-4 related posts

Index

What are some of the best open-source unreal-engine-4 projects in C++? This list will help you:

Project Stars
1 carla 9,645
2 EpicSurvivalGame 2,973
3 UEViewer 2,030
4 ALS-Community 1,792
5 RealtimeMeshComponent 1,356
6 HoudiniEngineForUnreal 1,146
7 unrealcpp 1,078
8 PBCharacterMovement 1,050
9 UE4VoxelTerrain 559
10 GenericGraph 545
11 ROSIntegration 362
12 DlgSystem 282
13 WarriOrb 262
14 UE-BUITween 206
15 ue4-targetsystemplugin 187
16 Unreal_Engine_SerialCOM_Plugin 130
17 DataConfig 114
18 NavGrid 98
19 UnrealInk 96
20 MounteaDialogueSystem 86
21 RuntimeSpeechRecognizer 83
22 DiscordRPC 81
23 GraphAStarExample 73
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.
www.influxdata.com