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
and other auxiliary features rather than adding new buildings beyond the 20 existing ones. Cookie Clicker Wiki
Grant yourself the "Cheated cookies taste awful" achievement . Modify your multiplier directly . How to Use a Save Editor cookie clicker save editor 2031 full
Happy baking—whether organic or edited. and other auxiliary features rather than adding new
: You can often modify your game directly by pressing F12 and typing Game.cookies = Infinity; in the console tab. How to Use a Save Editor Happy baking—whether
: Fine-tune your Garden progress, Stock Market values, and Pantheon spirits . "Open Sesame": The In-Game Debug Console
You don’t always need an external editor. You can access built-in developer tools directly in your browser: Change Bakery Name : Rename your bakery to anything ending in says open sesame Cookie says open sesame ) to unlock the dev panel. Browser Console Ctrl+Shift+J Game.OpenSesame(); Max Everything Game.RuinTheFun(1);
- 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