unreal-engine-4

Open-source projects categorized as unreal-engine-4
Language: + C++ + C# + C + Kotlin

Top 23 unreal-engine-4 Open-Source 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
  • GameNetworkingResources

    A Curated List of Multiplayer Game Network Programming Resources

  • Project mention: A Curated List of Game Network Programming Resources | news.ycombinator.com | 2023-05-22
  • 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.

    InfluxDB logo
  • ue5-style-guide

    An attempt to make Unreal Engine 4 projects more consistent

  • 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 | 2023-12-11

    Doesn’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.

  • EpicSurvivalGame

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

  • UnrealCLR

    Unreal Engine .NET 6 integration

  • Project mention: Since you're asking yes u can use C# in unreal | /r/Unity3D | 2023-09-18
  • UEViewer

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

  • 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 | 2023-12-09

    If 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.

  • ALS-Community

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

  • 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.

    WorkOS logo
  • 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

  • HoudiniEngineForUnreal

    Houdini Engine Plugin for Unreal Engine.

  • FModel

    Unreal Engine Archives Explorer

  • 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

  • unrealcpp

    Unreal Engine 4 C++ examples

  • awesome-ue4

    A curated list of resources for working with Unreal Engine 4. (Awesome Unreal Engine 4)

  • Project mention: A list of Unreal related blogs and must-read engine docs | /r/unrealengine | 2023-09-22
  • Unreal-Binary-Builder

    An application designed to create installed Unreal Engine builds (aka Rocket builds) from Unreal Engine GitHub source.

  • Project mention: Me When Package Manager | /r/Unity3D | 2023-06-02
  • 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)

  • UE4VoxelTerrain

    Unreal Engine 4: Smooth voxel terrian example

  • 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

  • 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.

  • kotlin-unreal

    kotlin-unreal: Use the amazing Kotlin language with Unreal Engine 4 and 5

  • 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).

unreal-engine-4 related posts

Index

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

Project Stars
1 carla 10,491
2 GameNetworkingResources 6,758
3 ue5-style-guide 4,876
4 EpicSurvivalGame 3,160
5 UnrealCLR 3,043
6 UEViewer 2,262
7 ALS-Community 2,070
8 RealtimeMeshComponent 1,453
9 HoudiniEngineForUnreal 1,265
10 FModel 1,227
11 PBCharacterMovement 1,159
12 unrealcpp 1,158
13 awesome-ue4 744
14 Unreal-Binary-Builder 627
15 GenericGraph 618
16 UE4VoxelTerrain 571
17 ROSIntegration 391
18 DlgSystem 361
19 WarriOrb 284
20 UE-BUITween 249
21 ue4-targetsystemplugin 207
22 RuntimeSpeechRecognizer 204
23 kotlin-unreal 186

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