C++ unreal-engine-plugin

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

Top 17 C++ unreal-engine-plugin Projects

  • ALS-Community

    Replicated and optimized community version of Advanced Locomotion System V4 for Unreal Engine 5.3 with additional features & bug fixes

  • RealtimeMeshComponent

    Unreal Engine 4 plugin component for rendering runtime generated content.

  • Project mention: How to create a mesh programmatically? | /r/unrealengine | 2023-09-23

    Take a look at this: https://github.com/TriAxis-Games/RealtimeMeshComponent

  • 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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  • jsbsim

    An open source flight dynamics & control software library

  • 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

  • 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.

  • Project mention: How do you guys do level loading/loading screens? | /r/unrealengine | 2023-06-03

    Use an existing solution: https://www.unrealengine.com/marketplace/en-US/product/async-loading-screen

  • 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.

  • ALSXT

    Advanced Locomotion System Refactored with expanded Character States, Improved Foot Print system, Sliding, Vaulting and Wallrunning(XT)

  • InfluxDB

    Power Real-Time Data Analytics at Scale. Get real-time insights from all types of time series data with InfluxDB. Ingest, query, and analyze billions of data points in real-time with unbounded cardinality.

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  • 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

  • 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

  • SteamBridge

    An Unreal Engine implementation of the Steamworks API.

  • Unreal-Systems-Architecture

    Systems Architecture plugin workspace for Unreal Engine

  • ObjectPool

    Object Pool component for Unreal Engine

  • 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.

  • ElgBlueprintLibrary

    Blueprint function library - Add Row to DataTable

  • bugsnag-unreal

    BugSnag crash monitoring and reporting plugin for Unreal Engine games

  • InstantDialoguePlugin

    Visual dialogue tree for UE4

  • SaaSHub

    SaaSHub - Software Alternatives and Reviews. SaaSHub helps you find the best software and product alternatives

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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).

C++ unreal-engine-plugin related posts

Index

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

Project Stars
1 ALS-Community 2,070
2 RealtimeMeshComponent 1,453
3 jsbsim 1,208
4 PBCharacterMovement 1,161
5 AsyncLoadingScreen 727
6 DlgSystem 361
7 ALSXT 209
8 ue4-targetsystemplugin 207
9 Unreal_Engine_SerialCOM_Plugin 180
10 MounteaDialogueSystem 147
11 SteamBridge 129
12 Unreal-Systems-Architecture 47
13 ObjectPool 33
14 ElgKismetEditorWidget 30
15 ElgBlueprintLibrary 7
16 bugsnag-unreal 7
17 InstantDialoguePlugin 4

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