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Notice: This project started back in 2015 and therefor uses very old standards and conventions. For an up-to-date Sample project I recommend my Action Roguelike project instead!

Survival Game (Example Project)

Third-person survival game for Unreal Engine made entirely in C++. Originally built as a 6 section tutorial series for Epic Games, now available as open-source C++ sample project.

Check out the main documentation page for walkthrough of many of the features. Last updated for 5.2

Looking for a step-by-step Unreal Engine C++ Course? Check out the Professional Game Development in C++ and Unreal Engine to learn all about C++ Game Programming with Unreal Engine!

The C++ Course features include building of a C++ game framework including an "action system" and event-driven code for flexible and re-usable game code the "unreal way". Multiplayer features, AI bots, SaveGame system, async loading of content, UMG menus and UI and so much more!

Project Overview

The C++ Course features include building of a C++ game framework including an "action system" and event-driven code for flexible and re-usable game code the "unreal way". Multiplayer features, AI bots, SaveGame system, async loading of content, UMG menus and UI and so much more!

Refreshed look for Landscape Map

equipment header

animation blueprint graph example

You can browse different Engine Versions by using the Branch Selection drop-down.

GitHub Branch Selection Info

Section 1

This section sets up the third person character movement with animation, object interaction, simple hunger system, all with networking support.

Section 2

Adds weapon support for the character, a flashlight, UT-style inventory with on-character visual representation of the carried items and deals with damage, death and respawns for players.

Section 3

Introduces AI "Zombie" enemy to our game using PawnSensing and Behavior Tree.

Section 4

Introduces a gameloop with enemies, items, scoring and a time of day.

Section 5

Introduces the ability to carry around objects like barriers and discusses game networking.

Section 6

The final section in the series focuses on bug fixing and a bit of polish to the existing features. This section is compatible with the 4.8 release.