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
as the connection type (or select the specific COM port assigned).
Right-click the unrecognized Xinje device and select . Choose the option: Browse my computer for drivers .
With the driver active, you must configure your programming software to talk to the hardware. Launch or XCPro . xinje plc usb driver install
Even with the correct steps, you might encounter some issues. Here are common problems and their solutions.
For the XD, XL, and XG series, the USB driver is included within the XDPPro software package . Installing the main programming software is the standard method. Older XC series PLCs may require a different approach, potentially using a separate programming cable and CH341 serial-to-USB converter driver. as the connection type (or select the specific
The USB driver is typically included with the Xinje programming software or available as a separate "COM-USB driver" download. : Access the official Xinje Download Center or the specific XD3 series product page to find the latest "COM-USB driver". Manual Installation
Press the and select Device Manager from the menu. With the driver active, you must configure your
After the driver is installed, you need to configure the XDPPro software to communicate with the PLC via USB.
In the communication settings window, select the assigned to your USB driver in the Device Manager.
- 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