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

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Xinje Plc Usb Driver - Install

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.

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

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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

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GameMode Advantage

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

Using:
Widget, Font Material, GameMode, Collision detection

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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

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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

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