Unreal Engine sample projects
- - ----------- - -
using C++ and Blueprint
developed for prototyping and reference

all projects are free to try and Please send me feedback..

Active Stage Items

- 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

Eteima Thu Nabagi Wari 8 English Eteima Thu Nabagi Wari 8 English

Eteima Thu Nabagi Wari 8 English Patched ✮ < Real >

After extensive linguistic analysis and cross-referencing with common phonetic patterns, here is the most plausible interpretation:

Thus, Eteima Thu Nabagi Wari 8 might be a from a longer folk epic: “If it does not happen this way, then on the eighth turn…” Eteima Thu Nabagi Wari 8 English

Eteima thu nabagi wari aath Timi bina mero mann laagi aakash (If not this way by the eighth occasion, Without you, my heart touches the sky.) (Finally, you have arrived on the 8th day of the week

“Eteima” is the opposite of “Sometime.” Sometime is vague, floating, lazy. Eteima is sharp, present, and heavy with emotion. lazy. Eteima is sharp

So when you string them together: Eteima Thu Nabagi Wari 8. (Finally, you have arrived on the 8th day of the week.)

Utilizes vibrant visuals, traditional music, and dance to bring the stories to life, making the learning experience immersive and enjoyable.

Blueprint and C++

- 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, FindPropertyByName, ContainerPtrToValuePtr, SpotLightComponent, TextRenderComponent
Blueprint: TextRender, SpotLight

Eteima Thu Nabagi Wari 8 English Eteima Thu Nabagi Wari 8 English Eteima Thu Nabagi Wari 8 English
Levels

- 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

Eteima Thu Nabagi Wari 8 English Eteima Thu Nabagi Wari 8 English Eteima Thu Nabagi Wari 8 English
Spawn Geos

- Spawn destroyable objects based on box boundary
- Customisable features
- C++ only

Using:
RandomPointInBoundingBox, SpawnActor, Collision detection

Eteima Thu Nabagi Wari 8 English Eteima Thu Nabagi Wari 8 English
GameMode Advantage

- Communication with GameMode for data flow control between independent stage objects
- Blueprint only

Using:
Widget, Font Material, GameMode, Collision detection

Eteima Thu Nabagi Wari 8 English Eteima Thu Nabagi Wari 8 English Eteima Thu Nabagi Wari 8 English
AI and Blueprint

- 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

Eteima Thu Nabagi Wari 8 English
Drag and Drop

- 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

Eteima Thu Nabagi Wari 8 English Eteima Thu Nabagi Wari 8 English Eteima Thu Nabagi Wari 8 English