Unreal Engine sample projects
- - ----------- - -
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
For collectors and fans of mid-2000s JAV, "Tokyo Hot N0244 Part 2" is a definitive example of the label’s signature style. While Tokyo Hot is known for its "uncensored" (mosaic-free) approach, this particular 2007 release stands out for its high production energy and the specific era of "Race Queen" (RQ) themes that were dominant at the time. Key Highlights: The Aesthetic:
: Major developments like the Marunouchi side of Tokyo Station and the expansion of Odaiba turned these areas into primary weekend "staycation" and entertainment destinations. Tokyo Hot N0244 RQ 2007 Part2
In 2007, Tokyo was (and continues to be) a city of vibrant contrasts, where ancient traditions blend seamlessly with cutting-edge technology and innovation. From the bustling streets of Shibuya to the serene gardens of the Imperial Palace, Tokyo offers a kaleidoscope of experiences that cater to all interests. For collectors and fans of mid-2000s JAV, "Tokyo
- 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