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 Unrealengine 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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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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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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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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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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UE4-Plugin-OffAxis
This plugin provides a fishtank-VR via a so-called OffAxisProjection by modifying the projection matrix using a custom ULocalPlayer
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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: Should I use UnrealCLR with blueprints? (Allows C# to be used in UE5) | /r/unrealengine | 2023-07-12There are some links on the GitHub page: https://github.com/ncsoft/Unreal.js
Use an existing solution: https://www.unrealengine.com/marketplace/en-US/product/async-loading-screen
You could try this https://github.com/slowburn-dev/DataConfig
GitHub: https://github.com/Mountea-Framework/MounteaDialogueSystem
Unrealengine related posts
- clangd extension helper for VSCode - Unreal 5.2+
- Should I use UnrealCLR with blueprints? (Allows C# to be used in UE5)
- How do you guys do level loading/loading screens?
- Me When Package Manager
- Unreal Engine too bulky?
- How to load unreal engine faster?
- Nanoticker.info to be decommissioned (maybe)
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A note from our sponsor - WorkOS
workos.com | 29 Apr 2024
Index
What are some of the best open-source Unrealengine projects? This list will help you:
Project | Stars | |
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1 | ue5-style-guide | 4,876 |
2 | puerts | 4,626 |
3 | GameDevMind | 4,375 |
4 | Unreal.js | 3,602 |
5 | unrealcpp | 1,158 |
6 | UnrealPakViewer | 921 |
7 | Unreal-Engine-Guide | 909 |
8 | AsyncLoadingScreen | 727 |
9 | Unreal-Binary-Builder | 627 |
10 | Launchpad | 457 |
11 | CoopShooterUdemy | 353 |
12 | kotlin-unreal | 186 |
13 | DataConfig | 153 |
14 | MounteaDialogueSystem | 147 |
15 | SteamBridge | 129 |
16 | ProjectCleaner | 114 |
17 | UnrealInk | 107 |
18 | UnrealNetworkProfiler | 92 |
19 | UE4-Plugin-OffAxis | 76 |
20 | DashEngine | 70 |
21 | unreal-clangd | 39 |
22 | InventorySystem | 31 |
23 | Ghostrunner-Mods | 17 |
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