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First_Training_Project_Unreal


⚙️ Tools & Technologies

  • 🎮 Unreal Engine 5
  • 🔵 Blueprints
  • 🌤️ Ultra Dynamic Sky
  • 🌫️ Ultra Volumetric Fog
  • 🧱 Nanite
  • 🌿 Foliage System
  • 🧩 Level Streaming
  • 🎬 Level Sequence
  • 🚶‍♂️ Locomotion System (8 directions + head bob)

🧩 Implemented Systems & Features

🏗️ Building System

  • Created fully in Blueprints based on tutorials, with custom modifications.
  • Learned collision handling, snapping, and component replication.
  • 📂 Files: /Content/Main/BuildingTest/

🎣 Fishing System

  • Mini-game with interactive WASD keys (quick-time event).
  • Focused on logic — no advanced graphics yet.
  • 📂 Files: /Content/Main/FishingTest/

🧭 Quest & Dialogue System

  • Quest Manager + Dialogue System working together.
  • Triggers events and cutscenes after completing quests.
  • 📂 Files: /Content/Main/Blueprints/Dialoges, /Content/Main/Blueprints/ObjectiveSystem, /Content/Main/Blueprints/SybtitlesSystem

🧨 Minesweeper Game (Full Project)

  • Complete Minesweeper-style game made entirely in Widgets (UMG).
  • Created independently from scratch — fully functional and playable.
  • Features grid generation, mine placement, win/loss conditions.
  • 📂 Files: /Content/Main/WidgetMiniGames/

💡 Lighting & Fog

  • Integrated Ultra Dynamic Sky and Ultra Volumetric Fog.
  • Created atmosphere and limited visibility similar to Silent Hill.

🧱 Project Optimization

  • Implemented Level Streaming for memory management.
  • Reduced dependencies between assets and Blueprints.
  • Tested Nanite and optimized Foliage performance.

🎬 Environmental Sequences & Animations

  • Used Level Sequence and Trigger Boxes to trigger animations (e.g., moving objects when entering a zone).
  • 📂 Files: /Content/Main/FIrstDream

🚶‍♂️ Character Movement

  • True First Person Locomotion system (8 directions + head bob).
  • 📂 Files: /Content/Main/Blueprints/8WaysWalking

🔦 Gameplay Mechanics & Interaction Systems

  • 🧳 Inventory System — item storage and interaction logic.
  • 🔦 Flashlight Mechanic — working flashlight attached to the player character.
  • 📜 Note Reading System — allows picking up and reading notes (Resident Evil-style).
  • 🕹️ Item Inspection System — rotate and examine 3D items in detail.
  • 🔐 Lockpicking System — basic lockpicking mini-game prototype.
  • 💡 Interactive Light Switch Blueprint — working lamp on/off functionality.
  • 👣 NPC Movement Experiments — prototype AI behavior and navigation tests.
  • 🧭 UI & Widgets — various interface elements (inventory, interaction prompts, tooltips, etc.).

📚 What I Learned

  • Practical knowledge of Blueprints and Unreal Engine 5 project structure
  • Optimization techniques (Level Streaming, Nanite, Asset Management)
  • Working with lighting, fog, and environmental effects
  • Designing basic gameplay systems
  • Integrating visual effects with game logic

🖼️ Screenshots

(Images from /Docs/)

screenshot1 screenshot2 screenshot3 screenshot1 screenshot2 screenshot3 screenshot1 screenshot2 screenshot3 screenshot1 screenshot2 screenshot3 screenshot1 screenshot2 screenshot3 screenshot1 screenshot2 screenshot3 screenshot1 screenshot2 screenshot3 screenshot1 screenshot2 screenshot3 screenshot1 screenshot2 screenshot3 screenshot3

🧠 Conclusions & Next Steps

This project taught me how to combine multiple UE5 systems into a coherent prototype.
It was my first serious step toward game development.
Currently, I am working on my next project: Survival,
which features procedural world generation, multiplayer, and an inventory system.


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