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
Modern git pipelines don't know what an SRC file (VSS format) is. Teams still on PB 9.0 often rely on file-copy backups of their PBL directories rather than proper version control.
Add two sle_input fields, left/right players, and assign words to each side – first to type correctly gets points. powerbuilder 9.0
To understand PowerBuilder 9.0, one must look at what came before. PowerBuilder 7.0 and 8.0 introduced the "Target" and "Workspace" model, dragging the IDE into a more organized, multi-project structure. But version 9.0 solved real-world enterprise pain points. Modern git pipelines don't know what an SRC
As hardware moved past the 4GB RAM limit, PB 9.0 added experimental support for 64-bit native database drivers for Oracle and Microsoft SQL Server. This was crucial for financial firms running massive in-memory data validation routines. To understand PowerBuilder 9
While the product has evolved through versions 10, 11, 12, and eventually into the cloud-ready SnapDevelop and PowerBuilder 2022, there is a specific version that holds a mythical status in the hearts of developers: .
PowerBuilder 9.0 utilized , a 4GL (Fourth Generation Language) that was easy to learn for business analysts but powerful enough for seasoned programmers. It featured strong typing (though not strictly enforced until later versions) and a garbage collection mechanism that handled memory management—a rarity in the early 2000s C++ landscape.
- 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