The APIs are flexible and easy-to-use, supporting authentication, user identity, and complex enterprise features like SSO and SCIM provisioning. Learn more →
Top 23 Unreal 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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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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the-mirror
The open-source Roblox & UEFN alternative giving you freedom to own what you create. An all-in-one, real-time, collaborative game development platform built on Godot.
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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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Unreal-Binary-Builder
An application designed to create installed Unreal Engine builds (aka Rocket builds) from Unreal Engine GitHub source.
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NimForUE
Nim plugin for UE5 with native performance, hot reloading and full interop that sits between C++ and Blueprints. This allows you to do common UE workflows like for example to extend any UE class in Nim and extending it again in Blueprint if you wish so without restarting the editor. The final aim is to be able to do in Nim what you can do in C++
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Microsoft-OpenXR-Unreal
An Unreal Engine game plugin providing additional features available on Microsoft's Mixed Reality devices like the HoloLens 2 when using OpenXR.
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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.
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SaaSHub
SaaSHub - Software Alternatives and Reviews. SaaSHub helps you find the best software and product alternatives
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: UEVR – Transform [Existing] Unreal Engine Games into VR Experiences | news.ycombinator.com | 2024-01-12
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.
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
I checked LICENSE.txt [1]. The code is under the MIT license. The assets are under CC BY 4.0. Then there's this:
> All other assets of The Mirror, including but not limited to names, logos, trademarks, intellectual property, and branding, are property of The Mirror Megaverse Inc. (c) 2022-present.
What does "intellectual property" mean here? There is copyright on the software, the images, the audio files, the repo as a whole, etc. The logos, names, and other "branding" are trademarked.
[1] https://github.com/the-mirror-gdp/the-mirror/blob/dev/LICENS...
Glad to see that the windows executables are working again.
I had tried a little while ago to test things out on my windows machine after seeing the NimForUE project (https://github.com/jmgomez/NimForUE) and was sad to see that my computer would auto-mark any nim binaries as malware and delete them. I wasn't too invested so I just shrugged rather than looking for too many workarounds.
GitHub: https://github.com/Mountea-Framework/MounteaDialogueSystem
https://github.com/djhaled/Uiana-MapImporter for valorant stuff
Unreal related posts
- Nim Versions 2.0.4 and 1.6.20 released
- UEVR – Transform [Existing] Unreal Engine Games into VR Experiences
- Transform Unreal Engine games into 6DOF VR experiences with minimal effort
- 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?
- I want to learn how to data mine games I enjoy, such as Animal Jam Classic, but I’m not sure where to start.
- How are large vlsi projects' src code organised at big companies?
- Does anyone know how to extract texture files from Infinite?
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A note from our sponsor - WorkOS
workos.com | 25 Apr 2024
Index
What are some of the best open-source Unreal projects? This list will help you:
Project | Stars | |
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1 | ue5-style-guide | 4,862 |
2 | UEVR | 2,533 |
3 | UEViewer | 2,262 |
4 | HoudiniEngineForUnreal | 1,265 |
5 | PBCharacterMovement | 1,159 |
6 | unrealcpp | 1,158 |
7 | FlowGraph | 1,011 |
8 | the-mirror | 958 |
9 | Unreal-Engine-Guide | 909 |
10 | Unreal-Binary-Builder | 627 |
11 | UE4VoxelTerrain | 571 |
12 | gameservers-docker | 497 |
13 | Launchpad | 446 |
14 | NimForUE | 430 |
15 | WarriOrb | 284 |
16 | UnrealPlugin | 258 |
17 | UE-BUITween | 249 |
18 | ue4-targetsystemplugin | 207 |
19 | kotlin-unreal | 186 |
20 | Microsoft-OpenXR-Unreal | 156 |
21 | MounteaDialogueSystem | 147 |
22 | Uiana-MapImporter | 147 |
23 | UE5-Dream | 146 |
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