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..

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

quack preporg quack preporg

Quack Preporg -

Use monthly "noise tests" to ensure the Preporg layer is distinguishing between real threats and background data. The Future of Organizational Readiness

Preporg doesn't just plan for failure; it actively hunts for it. Through continuous background "pings"—the "quacks"—the system identifies minor irregularities before they escalate into systemic collapses. Implementing Quack Preporg in Your Workflow quack preporg

Breaking down complex infrastructure into smaller, "quack-able" (easily identifiable and fixable) units. Why Modern Enterprises Need a Preporg Strategy Use monthly "noise tests" to ensure the Preporg

Ensuring that every critical system has a "mirror" ready to activate in milliseconds. quack preporg

At its core, Quack Preporg is a methodology designed to "stress-test" organizational structures before a crisis occurs. The term is derived from It focuses on three primary pillars:

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

quack preporg quack preporg quack preporg
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

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Spawn Geos

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

Using:
RandomPointInBoundingBox, SpawnActor, Collision detection

quack preporg quack preporg
GameMode Advantage

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

Using:
Widget, Font Material, GameMode, Collision detection

quack preporg quack preporg quack preporg
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

quack preporg
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

quack preporg quack preporg quack preporg