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

powerbuilder 9.0 powerbuilder 9.0

Powerbuilder 9.0 — High Quality

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.

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

powerbuilder 9.0 powerbuilder 9.0 powerbuilder 9.0
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

powerbuilder 9.0 powerbuilder 9.0 powerbuilder 9.0
Spawn Geos

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

Using:
RandomPointInBoundingBox, SpawnActor, Collision detection

powerbuilder 9.0 powerbuilder 9.0
GameMode Advantage

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

Using:
Widget, Font Material, GameMode, Collision detection

powerbuilder 9.0 powerbuilder 9.0 powerbuilder 9.0
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

powerbuilder 9.0
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

powerbuilder 9.0 powerbuilder 9.0 powerbuilder 9.0