Unreal Engine sample projects
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using C++ and Blueprint
developed for prototyping and reference
all projects are free to try and Please send me feedback..
- Using widgets as health bar and changing it based on player collision in 3 methods
- Custom property of item on stage
- Blueprint only
Using:
collision detection, widgets, material parameters, timeline component, blueprint functions
Use this for a quick, punchy announcement on Discord or X (Twitter).
: The software controlling the motor has been tuned to be more responsive, instantly reversing the desk if it encounters an obstruction like a chair arm or a cabinet. Key Specifications Update Specification Height Range 24.5" – 50.2" (Extended range) Lifting Speed 1.5 inches per second Control Panel 4 Memory presets with LED touch display Worksurface High-density MDF with scratch-resistant laminate Assembly & User Experience One of the most praised aspects of the updated v2 is the simplified assembly xfadesk20v2 updated
If you're currently using an earlier version of the XFadeSk20V2, it's definitely worth updating to the latest version. New users will find the XFadeSk20V2 to be a powerful and versatile tool that is well worth the investment. Use this for a quick, punchy announcement on
Aesthetic updates include a new scratch-resistant coating. The updated version comes in two finishes: "Stealth Obsidian" (deep matte black) and "Circuit Grey" (a subtle carbon-fiber pattern). The carbon fiber is not real pre-preg, but the texturing prevents the "cheap plastic" feel of the previous gloss finish. New users will find the XFadeSk20V2 to be
. The manufacturer has pre-installed several components (like the side brackets and motor housings) to the frame, reducing total setup time to roughly 30–45 minutes.
- Using collision scenarios, each as separate map with similar Blueprint and C++ approach
- Search and find properties on collision actor with C++
- 6 maps
- C++ and Blueprint
Using:
C++ : TFieldIterator
Blueprint: TextRender, SpotLight
- Using GameInstance to save total score on map change (between levels)
- Using HUD class and communicate with GameMode on score/pick-item
- Display image and number of picked up items in widget (3 different items)
- Use Sequencer on change map
- Spawn Emitter
- GameMode communications on game logic and data flow
- Custom FBX object made by Blender and 3 imported images for widget
- Blueprint only
Using:
GameInstance, GameMode, HUD, Widget, Sequencer, Emitter, Collision detection, Map/Level change
- Spawn destroyable objects based on box boundary
- Customisable features
- C++ only
Using:
RandomPointInBoundingBox, SpawnActor, Collision detection
- Communication with GameMode for data flow control between independent stage objects
- Blueprint only
Using:
Widget, Font Material, GameMode, Collision detection
- Having 4 different approaches of AI on character by using AI Controler
- Blueprint only
Using:
AI Controller, Behaviour Tree, Blackboard, BTT Task , GameMode communication on collision detection
- Drag and Drop by using F key
- Simple game prototype
- Communication with GameMode for game logics
- Blueprint only
Using:
Drag and Drop functionality, Physic Handler, Widget, GameMode , Collision handling