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
Outside of shrine upkeep, the game features rural activities such as cooking meals, gathering resources, and exploring the peaceful countryside surroundings.
is a popular indie adult visual novel and simulation game developed by the circle Matcha-soft . Released in early 2025, the game combines the highly sought-after "clumsy childhood friend" ( ponkotsu osananajimi ) trope with a relaxing, slice-of-life rural setting. Miko Miko Life Ponkotsu Osananajimi to Honobono...
| Archetype | Emotional Appeal | Execution in Game | | :--- | :--- | :--- | | | Built-in history, nostalgia, implied "destiny." | The protagonist already knows her flaws; he isn't surprised by her clumsiness, he accepts it as part of her. | | Miko | Purity, tradition, sacredness mixed with everyday humanity. | Her failures at sacred duties create a gap moe (反差萌)—the sacred maiden who can't even fold a paper charm correctly. | | Ponkotsu | Protective instinct (moe of pity). Her failures are endearing, not frustrating. | The narrative rewards the player for wanting to "help" or "take care of" her, which leads naturally to intimacy. | Outside of shrine upkeep, the game features rural
- 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