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Top 23 Ue4 Open-Source Projects
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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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ActionRoguelike
Third-person Action Roguelike made in Unreal Engine C++. Project for Unreal Engine C++ Course & Stanford University
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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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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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RE-UE4SS
Injectable LUA scripting system, SDK generator, live property editor and other dumping utilities for UE4/5 games
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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.
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Unreal-Binary-Builder
An application designed to create installed Unreal Engine builds (aka Rocket builds) from Unreal Engine GitHub source.
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SaaSHub
SaaSHub - Software Alternatives and Reviews. SaaSHub helps you find the best software and product alternatives
Project mention: Tesla braces for its first trial involving Autopilot fatality | news.ycombinator.com | 2023-08-28
Project mention: Why does the documentation say to use naming conventions like SKEL, SK, PHYS for Skeleton, Skeletal Mesh, Physics Asset, but all the start content use other abbreviations like SK, SKM and PA instead? | /r/unrealengine | 2023-12-11Doesn’t matter what you use, as long as it’s consistant. Epic changed their recommendations for skeletal meshes and skeletons between UE 4 and 5, hence the inconsistency. Michael Allar’s UE style guide is a common, long standing one. Personally I use whatever Epic’s current standard is, or what my team is using. It’s also fine to not prefix stuff, but it helps for consistency and searchability. It’s honestly more important to name things well, with cascading specificity: assetprefix_assettype_assetsubtype00 e.g. SM_Rock_Desert01, SM_Foliage_Bush_Dry_Small01 etc.
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.
[1] - https://github.com/tomlooman/ActionRoguelike
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 | 2023-12-09If 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.
Github for Kawaii Physics plugin
Take a look at this: https://github.com/TriAxis-Games/RealtimeMeshComponent
Project mention: The Next Generation in Graphics, Part 1: Three Dimensions in Software | news.ycombinator.com | 2023-04-27Let 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
Orax QoL Mod - https://www.nexusmods.com/grounded/mods/107 - Used for stack size, build-from-chest range, pallet capacity, mutation slots, day/night length Minimap - https://www.nexusmods.com/grounded/mods/96 - adds floating minimap to upper right corner (Minimap also required replacement DLL: https://github.com/UE4SS-RE/RE-UE4SS/releases/tag/v2.5.2) 250 Stack Size - https://www.nexusmods.com/grounded/mods/73 - obsolete, overruled by QoL Mod, but not removed from files Skip Intro - https://www.nexusmods.com/grounded/mods/111 - skip to main menu faster on launch
Project mention: A list of Unreal related blogs and must-read engine docs | /r/unrealengine | 2023-09-22
Use an existing solution: https://www.unrealengine.com/marketplace/en-US/product/async-loading-screen
Create your own generic graph dialogue system (requires C++ and this plugin)
I've been using https://github.com/NotYetGames/DlgSystem which has been really helpful.
Ue4 related posts
- UE5.3 on Linux (Pop!_OS)
- Super Duper "Requires Duper Disk"
- How to create a mesh programmatically?
- Rendering mathematical objects in UE
- How to store a datatype as a variable?
- Need help on dialogue boxes
- Free open-source dialogue plugin
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A note from our sponsor - WorkOS
workos.com | 24 Apr 2024
Index
What are some of the best open-source Ue4 projects? This list will help you:
Project | Stars | |
---|---|---|
1 | carla | 10,491 |
2 | ue5-style-guide | 4,862 |
3 | ActionRoguelike | 3,179 |
4 | EpicSurvivalGame | 3,160 |
5 | UEViewer | 2,262 |
6 | ALS-Community | 2,070 |
7 | unrealcv | 1,828 |
8 | KawaiiPhysics | 1,685 |
9 | RealtimeMeshComponent | 1,453 |
10 | HoudiniEngineForUnreal | 1,265 |
11 | FModel | 1,227 |
12 | unrealcpp | 1,158 |
13 | PBCharacterMovement | 1,159 |
14 | UnrealPakViewer | 921 |
15 | RE-UE4SS | 884 |
16 | ue4-docker | 754 |
17 | awesome-ue4 | 744 |
18 | AsyncLoadingScreen | 727 |
19 | Unreal-Binary-Builder | 627 |
20 | GenericGraph | 615 |
21 | SimpleFPSTemplate | 589 |
22 | StealthGameUdemy | 366 |
23 | DlgSystem | 361 |
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