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Top 18 C++ unreal-engine-plugin Projects
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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
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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Take a look at this: https://github.com/TriAxis-Games/RealtimeMeshComponent
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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.
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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: Are there any good flight simulators out there that I can code my own stuff into? | /r/AerospaceEngineering | 2023-04-17
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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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I've been using https://github.com/NotYetGames/DlgSystem which has been really helpful.
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Onboard AI
Learn any GitHub repo in 59 seconds. Onboard AI learns any GitHub repo in minutes and lets you chat with it to locate functionality, understand different parts, and generate new code. Use it for free at www.getonboard.dev.
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ALSXT
Advanced Locomotion System Refactored with expanded Character States, Improved Foot Print system, Sliding, Vaulting and Wallrunning(XT)
Project mention: What's the best locomotion system that I can get my hands on? Should I combine multiple? (currently using ALS) | /r/unrealengine | 2023-03-08In the end I'll be extending it quite a lot with premade animations I buy (cover, diving, etc), and using ALSXT which has added a bunch of custom animations on top for a few other things: https://github.com/Voidware-Prohibited/ALSXT
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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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ElgKismetEditorWidget
This is an Unreal Engine 5.0 editor only plugin to make it possible to use Editor Utility Widgets inside the Blueprint Editor. It also add possibilities to make Editor Widgets that access and edit blueprint graphs.
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SoftTagBody
SoftTagBody UPROPERTY metadata specifier that works with Typed gameplay tags in Unreal Engine 5.
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SaaSHub
SaaSHub - Software Alternatives and Reviews. SaaSHub helps you find the best software and product alternatives
C++ unreal-engine-plugin related posts
- Free open-source dialogue plugin
- How do you guys do level loading/loading screens?
- The Next Generation in Graphics, Part 1: Three Dimensions in Software
- CS:GO like surf in Unreal 5 games?
- Giving back to Unreal Community. Do you hate setting up loading screens? Do you want it to be as customizable as your technical art skills allow you to? Look no further and enjoy this free and super easy to set up plugin. Github link in comments.
- Runtime Component Dependency Validation
- How can I make this simple dialogue blueprint repeatable?
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A note from our sponsor - InfluxDB
www.influxdata.com | 6 Dec 2023
Index
What are some of the best open-source unreal-engine-plugin projects in C++? This list will help you:
Project | Stars | |
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1 | ALS-Community | 1,887 |
2 | RealtimeMeshComponent | 1,388 |
3 | PBCharacterMovement | 1,087 |
4 | jsbsim | 1,063 |
5 | AsyncLoadingScreen | 654 |
6 | DlgSystem | 311 |
7 | ue4-targetsystemplugin | 195 |
8 | ALSXT | 157 |
9 | Unreal_Engine_SerialCOM_Plugin | 146 |
10 | SteamBridge | 119 |
11 | MounteaDialogueSystem | 110 |
12 | Unreal-Systems-Architecture | 41 |
13 | ObjectPool | 28 |
14 | ElgKismetEditorWidget | 26 |
15 | ElgBlueprintLibrary | 6 |
16 | InstantDialoguePlugin | 4 |
17 | bugsnag-unreal | 4 |
18 | SoftTagBody | 3 |