Unreal engine 4 games on the engine. Script in blueprint

23.06.2019 Technique

New mobile Lineage 2 on Unreal Engine 4 we decided to compile a small selection of interesting remakes of games on this engine that deserve your attention.

So, the top 5 game remakes on Unreal Engine 4. Let's go!

1.

Announcement of the remake of the legendary Final Fantasy 7 at E3 2015 was the highlight of that year for many people.

Subsequently, at PlayStation Experience 2015, a trailer was shown containing several seconds of gameplay shown for the first time with the participation of Cloud and Barret at the very beginning of the game.

To understand what place it occupies Final Fantasy 7 in the gaming industry, and how much people were waiting for this moment, just look at the reactions to the announcement of this remake.

2.

3.

22-year-old 3D environment artist Kimmo Kaunela from Finland has been working on the project for the past year. The Last Stop, inspired by the studio's creation - the game. Kimmo managed to create an amazing map showing what the game would look like if it were released on Unreal engine Engine 4.

The guy has an account on Deviant Art And own website, where you can see his latest work. This project, according to the author, taught him how to work with Unreal Engine 4.

4.

Enthusiast Airam Hernandez shared a video earlier this year of an amateur remake of the first part, which he is working on alone.

Hernandez's work uses a modified version of the Unreal Engine 4 graphics engine. According to him, at first he only wanted to recreate the island of Shadow Moses using new technology so that gamers familiar with the original and newcomers could explore its attractions. However, after foreign media drew attention to the technical demo, Hernandez decided to take on a full-fledged remake of the stealth action game.

In his Facebook posts the author of the remade Metal Gear Solid did not specify when to wait final version. The video, as the introductory message suggests, is based on an early prototype of the remake.

5.

Modder with nickname Logithx set out to make a remake of the cult shooter. An enthusiast is working on the embodiment of the dystopian City-17 from HL2 using Unreal Engine 4. The author cannot yet give an approximate completion date for the work - everything is still at an early stage.

Logithx spent a lot of time working on a remake of Half-Life 2 using the previous version of Epic's engine - Unreal Engine 3. However, when the company began distributing the powerful UE4, he decided to start work from scratch - and already on new technology.

6.

“How so, you said Top 5 - where does the 6th point come from?” - you ask.

To hell with the rules! This is on Unreal Engine 4! Just look at these graphics! The author of the project to port this wonderful game to a new engine is Alexander Young.

Pong- the first game that showed that games are serious. It's funny, but two rackets and a pixel ball were enough to create the first boom in arcade machines: slot machines with Pong were so popular that its clones soon flooded the market. Atari subsequently released a version of Pong for the Atari 2600 console, proving that home gaming systems have a right to life too. The success of Pong also became a signal for other gaming companies - for example, Konami quickly entered the arcade market with the game Maze.



Greetings, Habr! I would like to introduce you to relatively small project, which I made from scratch in about 150 hours (50 runs ~3 hours each) on Unreal Engine 4. I did the project in live only on streams once a week (it took a year in total), answering user questions along the way.

The project itself was not intended to be commercial. My goal was to show in practice the complexity of game development, namely problems such as:

  • Project planning and prototyping
  • Thinking through and implementing the project architecture and its individual components
  • User Interface Implementation
  • Debugging and error correction
  • Working with assets and graphics

At the end of the entire series of streams, we ended up with a playable prototype of a “survival” shooter. Those whose glass is half full might even call it pre-alpha without a plot.

If you are interested in the details of the project, stream recordings, sources, etc., read on.

The entire project was implemented on a visual programming system called Blueprints. And of course, many specialists may call it childish; even a relatively large project can be easily developed on it. Moreover, this can be done relatively quickly, as we have already been able to prove.

I want to answer the question right away: " Why Blueprints and not C++?". Well, firstly, when I started the series, I almost didn’t know the pluses. Although I would still make such a single on a power supply. Secondly, power supplies are almost as good as the pluses in our case, but at the same time they provide a number of possibilities: They don’t allow you to do many errors are possible with advantages, you don’t have to be distracted between BP and C++, it’s easier to understand for beginners. And in our case they are not much slower, given the fact that almost all the logic is built on events.

We also managed to work a little on the graphics. Unfortunately, we didn’t have time to make assets, so we left some of them as dummies, some were made directly in the editor from primitives, and some content was borrowed from free Epic Games demos. Nevertheless, we managed to do some things ourselves, for example, a day and night system, post-processing for water and some materials for scene objects.

The plans for my streams also included problems that may arise during development. I specifically solved them live in order to not only show what young developers might encounter, but also how to debug their code, look for bugs and write their code so that the whole thing could be done twice as fast. Of course, I don’t have decades of experience in programming, and this affected the sometimes stupid mistakes I made. And I’m sure that many developers can challenge many points in the process of writing a game.

Naturally, this can hardly be called a full-fledged game, since there is no plot or goal in the game - only pure mechanics. However, I believe that the result is something to be proud of and that it fully reflects what the whole project was intended for.

List of everything we managed to implement in our game

Character

  • Character Control
  • Vital stats system (Hips, armor, stamina, hunger, thirst)
  • Switching view (first person and third person)
  • Model (made in Fuse, animations taken from Mixamo)
  • Customized animations of movement and weapon use
  • Universal interaction with objects

Object Inventory System

  • Inventory component (embed into any object you want)
  • Cage system with support for different size items
  • Inventory size by cells per page and by weight.
  • A class of items that can be put into inventory. Items are stored as objects.
    • Weight, size, information, condition of item
    • Functionality for stacking (when there is a lot of one item in one cell)
    • Ability to add logic for using an item
    • Dropping from inventory
  • Interface for interacting with inventory
  • Interface for exchange between another component and its own.
  • Drag&Drop manipulation of objects between inventories and within one.
  • Context menu for items
  • Hints when pointing at items in the inventory and in the world.
  • List of generated items when creating an object with a component / starting the game.
  • List of starting items when creating an object with a component / starting the game.
  • Trading system between other inventory
    • Trading Interface
    • Money management component (required for trading to work)

Equipment system

  • Equip several types of items: Hats, Top, Pants, Boots, Weapons
  • Skeletal synchronization of the Top, trousers and boots. (Hats and weapons by sockets)
  • Convenient window for equipment with Drag&Drop support
  • Support for modifier logic when dressing
Weapon
  • Ranged weapons
    • Reload
    • Using ammo items from inventory
    • Support for projectile/bullet classes
    • Auto fire/single fire
    • Recoil with spread (own + depending on factors, e.g. running or squatting)
  • Melee weapons (with several types of damage checks to choose from)
  • Weapon condition deteriorates with use
Crafting system
  • Crafting according to a recipe (I chose a recipe, it crafted, ala Fallout)
  • Crafting by items (threw in the necessary items, he crafted them, ala Minecraft)
  • User interface only for the second type of crafting.
Aggressive mobs
  • Melee mobs (if they see them, they will run and start hitting)
  • Mobs of a mixed type (they shoot, but if they are close enough, they will run to hit)
  • Long-range shooters run around obstacles if they cannot shoot.
  • There is a built-in inventory for loot after a kill.
  • Spawn zone
  • List of classes
  • Spawn chance
NPC
  • Town NPCs patrolling their spawn zone
  • Unique NPCs
  • Basic schedule controller for unique NPCs
  • Reaction to damage (run away or use existing weapons)
  • Built-in inventory for loot after killing.
  • Object Dialogue System
    • Dialogue tree
    • Every answer is an object
    • For each answer, you can add any logic or accessibility condition.
    • Dialogue interface
    • Some ready-made classes response (starts trading, takes resources, if any, exits the dialogue)
Construction
  • Class of structures that support placement
  • Using resource items from the inventory when placing.
  • Snapping on some types of structures (e.g. walls, foundations, windows)
  • Menu with designs
  • Highlighting structures that have enough resources
Additionally
  • A small map with a city, forest, bodies of water (you can swim).
  • Day/night system
  • Cars
    • View from the first or third. Common with the Persian
    • Turning headlights on/off.
    • Built-in inventory component (needs to be interacted with at the trunk)
  • Somewhat working vertical stairs.
  • Main menu
  • Pause menu
  • Graphics settings menu

However, we can talk about the project endlessly. And in order not to turn the article into a book, I suggest you familiarize yourself with the game and its capabilities via video. And for those who are really interested, just below you can find recordings of all the streams, links to the sources and build of the game.

Contents in parts

  1. We start and plan the project. We create the character's controls and behavior.
  2. Let's start making an inventory system.
  3. We continue to build the inventory system base.
  4. We are preparing a base for equipment and weapons.
  5. Working on weapons and using cartridges.
  6. We do auto-shooting and aiming.
  7. Creating a basic crafting system.
  8. Running, recycling items and wearing them out.
  9. We are implementing reloading for weapons.
  10. Making melee weapons.
  11. We finish the melee and make a ladder that you can climb.
  12. We make interactive objects: Wood, stone, bushes.
  13. We make a HUD and start making an interface for the inventory.
  14. We continue to work on the inventory interface. We generate cells with objects.
  15. We continue to generate cells and search for a place for the item. Adding inventory pages.
  16. We do a little interaction with items in the inventory and a detailed information window.
  17. Made Drag&Drop dragging items across the inventory and into another inventory.
  18. This part is about visualizing crafting.
  19. We create a window with a choice of the number of items from the stack to transfer to another inventory.
  20. We provide support different recipes crafting, and also fix various bugs in the inventory.
  21. We are creating a system for changing day and night, and also creating a new scene for our project.
  22. We are starting to create AI for aggressive bots.
  23. We make an attack on mobs, as well as a reaction to an attack. Plus, we implement the collection of loot from dead mobs.
  24. We are making a spawn zone for NPCs. We are also adding the generation of random items in the inventory.
  25. We are updating to 4.13, and also making long-range aggressive NPCs.
  26. Adding different elements to the HUD. Adding manual weapon reloading.
  27. We are finishing the support for skeleton clothes and hats. Adding animation for weapons in first person.
  28. We are making an interface for working with our equipment system.
  29. We are starting to create a trading system and a money management component.
  30. We continue to do trading by creating and customizing the trading component.
  31. We cancel the trade, and also set up the reload animation.
  32. We create a vehicle with our own equipment, headlights and view switching. Let's create a flashlight.
  33. We create construction (or rather, a system for placing objects in front of us).
  34. We make an interface for construction, we make a binding for walls.
  35. We create several more types of structures: Tent, bed, chair, table, lamp, door. chest, fire.
  36. Add a roof and windows. We are finishing the alignment relative to other structures.
  37. We make a small settlement, and also populate it with NPCs, which we also create in this lesson.
  38. We are starting to create a dialogue system for our residents.
  39. Setting up fog and post-processing. We import the zombie model and customize its animations.
  40. We are finishing the dialogue system.
  41. We make interaction with objects from a third person, as well as modifiers for armor.
  42. We create the main menu, pause menu and graphics settings. We are also putting together the first build of the game.
  43. We are implementing a schedule for unique residents. And also so that city NPCs run away from attacks.
  44. We are adding a context menu to the inventory, and also fixing some bugs in our inventory.
  45. We add recoil, spread, shot animation and the ability to hit for firearms.
  46. We will complete the aggressive and urban NPCs and fix various bugs associated with them.
  47. Setting up animations for the main character. Adding various clothes.
  48. We are fixing various bugs in our game.
  49. We are fixing various crafting, NPC and equipment errors in our game.
  50. We are finalizing the map a little and putting together the latest build.

Oh, how many wonderful discoveries the marvelous construction called Unreal Engine 3. Indeed, experts Epic Games they know their stuff. On latest version This engine has already developed more than a dozen games that have found popularity among players all over the world. And approximately the same number of projects using this engine are currently under development. What especially beloved projects were brought to life by the brainchild of masters from Epic Games? So here they are:

Genre: FPS
Platform: PC, PS3, Xbox 360
Developer: Epic Games
Publisher: Midway Games

First of all, of course, the engine was created for the sake of continuing the most popular multiplayer project (let the Quakers forgive me, but...). The released game fully lived up to expectations.

On such a tripod, why not commit evil?

It's paradoxical, but Epic paid great attention to developing the intelligence of bots. During the development process, a server was created on which battles were held with the participation of bots and regular players. Participants in the battles had to determine which enemy was live and which was computer. Natural selection... Now Unreal even boasts some semblance of a storyline for the single-player mode, combining battles on individual maps into a full-scale fight against alien invaders.

The decisive factor is speed.

Well, and, of course, a complete set for fans of online battles. Basically, the game modes remained the same, although the game lost its usual Bombing Run, Double Domination And Assault. One could say that the developers focused on simplification, if not for the large-scale system of use Vehicle, which greatly changes the principle of combat and turns some battles into futuristic races.

Genre: FPS
Platform: PC, PS3, Xbox 360
Developer: 2K Marine, 2K Boston
Publisher: 2K Games

No matter how many science fiction writers go into the vast expanses of space, they will always return to romantic steam punk, a style that can be described as: “What would happen if the science fiction writers of the 60s decided to write a science fiction novel about our time.” Gloomy dystopia from 2K talks about a mysterious city Delight, built underwater to create a new society with new ideals. Delight put the value of scientific thought above the norms of human morality, and one day, along with morality, it lost its value and human life

But the Ministry of Health warned...

Main character mysteriously finds himself in a paradise of scientists, which has turned into a kingdom of madness. He has to survive in a new world with wild laws and piece by piece collect information about the cause of the disaster, and at the same time, about the secret of his stay in this place. To protect yourself from the aggressive inhabitants of this underwater world, the hero is forced to use the local nightmarish inventions and cause mutations in his body that grant superpowers - pyrokinesis, telepathy, lightning control and much more. Such abilities are used not only to eliminate dangerous mutants, but also to solve tricky puzzles.

Don't piss off Big Daddy!

High quality graphics, excellent stylization, a gloomy atmosphere with a variety of locations, an exciting plot that keeps you in suspense until the very end, the ability to make independent decisions - all this Bioshock. Rightfully game of the year 2007.

Genre: Shooter, Action
Platform: Xbox 360
Developer: Epic Games
Publisher: Microsoft

To tell the truth, the first Gears of War, which caused so much noise at the time, was far from an ideal project. Excellent graphics at that time and crazy dynamic gameplay will not change the weather. In terms of plot, the game sagged a lot. Regarding the enemy, for example, nothing was known except that “these are bad guys, you need to shoot at them.” And there was no diversity in the landscapes.

You can't take something like this with a frontal attack.

However, the developers took these moments under control, and as a result achieved Gears of War 2 excellent balance. Opponents now have their own civilization and even social stratification. An interesting plot appeared, showing the relationship between the game characters. Planet world Sulfur has become much more colorful and varied.

War does not forgive mistakes...

And it didn't make it any worse combat system and the drive of the first part of the game. There is a favorite system of shelters, which can now even be used as enemies, and some game innovations have been added. According to Epic, the game puts a lot of emphasis on the now fashionable cooperative mode. However, even in single-player mode, the partner’s AI does an excellent job.

Genre: Action, Adventure
Platform: PC, PS3, Xbox 360
Developer: Digital Illusions Creative Entertainment
Publisher: Electronic Arts

“And the postman will go crazy looking for us.” Absolutely new meaning take these words in the context of the futuristic totalitarian world created by the studio DICE. In this world, the state controls absolutely all spheres of life of the population, except one - mail. Well, you can read e-mail, but to find out what is hidden in an ordinary envelope, you need to catch up with the postman.

The metropolis of the future, clean and cold.

In order to deliver a regular letter, these messengers have to perform such stunts that all the circus acrobats could be left without work. And in addition to the remarkable skills of the athlete, special vision is attached, marking areas suitable for performing tricks. These same features of vision apparently explain the strange sterility of the surrounding world.

When performing tricks, you can see your favorite arms and legs.

At its core, Mirror's Edge This is a simulator of parkour, which is so fashionable today. Although, without elements FPS It’s not all bad either – the heroine can engage in battles and even use captured weapons. However, thanks to the efforts of the developers, the game cannot be turned into a regular shooter - you cannot change clips, and the weapon interferes with the performance of tricks. In general, the game turned out to be quite linear, and the player’s freedom of action is reduced only to choosing from possible options passing a given “corridor”. But if you don’t make a tragedy out of it, you can get considerable pleasure from the game.

Genre: RPG
Platform: PC, Xbox 360
Developer: BioWare, Demiurge Studios
Publisher: Electronic Arts

And so it happens - an engine created for FPS, was used to create RPG. Another saga from the creators Baldur's Gate, Knights of the Old Republic And Jade Empire made in the genre of a space odyssey. The plot of the game is quite interesting and in terms of the number of intrigues it can easily compete with Star Wars . The effect of some nonlinearity is created due to the ability to freely move through space on a personal ship, take on additional tasks, completing them in random order, explore lifeless planets, hunt space pirates, and so on. True, the main storyline is a bit short, but if you don’t rush straight to the ending, you can explore the spaces of the “last frontier” for quite a long time.

I wonder if a synthetic race should be aggressive by default?

Honestly, there are some fundamental changes compared to previous games BioWare, V Mass Effect did not happen (those in the know will understand). As his journey progresses, the hero meets six playable characters who join his quest. Only three people, including the main character, can participate in combat operations at the same time. The process of combat provides the opportunity for a game pause, during which you can give orders to your teammates and use special abilities. The game has three main classes (warrior, technician and telepath) and three intermediate ones, combining the abilities of the main ones.

The adept's attack forces him to flounder confusedly in the air.

The visual component of the game is very pleasing. Alien landscapes are varied and colorful (even on lifeless planets, not to mention the architecture of alien races). And the developers had no problems creating various creatures. The environment is fantastic in essence and realistic in execution, so that it creates a feeling of being in the real world.

So we can conclude that it is very effective Unreal Engine 3. However, it appears to have been a heyday that is gradually coming to an end. There are still games in development on this engine, and the games are not bad. Among them , Blade & Soul, , Stargate Worlds, . But the most promising and anticipated projects are looking for something else as a base.

The Unreal Engine has its roots back in 1998. Since then, many amazing games have been created. In this article we will talk about the 7 best of them. At the time the engine was created, it was used to create simple games with 2D view. Gradually, more modern 3D action games began to appear. The popularity of the engine was ensured by a unique operating system; it simultaneously has: a graphical and physical core, built-in artificial intelligence, as well as tools for managing file systems and networks. The main attraction was the availability of a ready-made environment for creating games - UnrealEd.

#7 - Batman: Arkham Knight

This game has an action-thriller genre. The plot is based on events that occurred 9 months after the famous war in Arkham City. Since the Joker is dead, Gotham begins to return to its usual rut of life, a safer time begins for its inhabitants, but the balance of power is lost when, one day, the inhabitants of Gotham throw themselves at each other in a cafe for no apparent reason.

After such a performance, the Scarecrow appears on stage with the statement that he only used 100 g of his new toxin and she intends to continue, increasing the dose every day. In this regard, residents are urgently evacuated from the city.


The main character is Batman, who tirelessly fights for the safety of his hometown and eradicates crime. During the game, numerous enemies, beautiful locations, and unique characters will appear. The game is distinguished by a careful approach to gameplay and therefore deserves to take 7th position among the best.

#6 - Street Fighter V

There are games that, without exaggeration, are known all over the world, Street Fighter is one of such games. The modern fifth part will fill the void left by the illogical release of the third and sixth parts. For those few who are not yet familiar with the game, it is a fighting game where the user fights with enemies. The basis of its popularity lies in the possibility of multiplayer, and playing with a friend always brings “live” emotions.


The game has been famous since time immemorial, due to the many characters with unique characteristics and combat abilities. Previously, there were high-class characters and users that were impossible to win against, but gradually the combat strategy and techniques changed and gained more balance.

#5 - We Happy Few

The game focuses on the year 1964, when in a city called Wellington Wells(the name is fictitious) drugs were developed to increase joy, it is called the “Joy” serum. It is based on clearing memories. The thing is that during the Second World War, residents resorted to using extremely bad things, which provoked a strong suppression of the spirit of the nation. The serum is designed to eliminate these memories and make people happier, and by force. Those residents who refuse to use “Joy” are called “Bores” and they are eradicated.


The main character is Arthur Hastings, an ordinary clerk who is engaged in censoring newspapers of “unfortunate” news from the past. While going through newspaper archives, he discovers his photo and younger brother on the cover. Memories creep into his head and they bring pain. In order to get to know himself, he refuses to drink “Joy”. After the effect ends, his colleagues recognize him as a “Bore” and begin to pursue him. This forces Arthur to flee to the dungeons.

#4 - Gears of War 4

The cult series of games once again inspires the user to immerse themselves in the world of "mess". In terms of gameplay, there are no significant differences from previous parts. The game remains an excellent shooter, where there are numerous enemies and shelters. There are really a lot of weapons, right down to a machine gun with a chainsaw as an under-barrel bayonet. Battles take place both with the Horde, although they are creepy, but alive, and with COG robots. All monsters are trying to devour the hero.


An interesting feature of the game is that a whirlwind of incredible strength may suddenly appear, which provokes a strong shaking of the entire surface of the Sulfur; no one and nothing can resist the force of nature. The player will be able to see houses soaring into the sky; surviving in such conditions will not be easy.

#3 - Mortal Kombat X

Mortal Kombat is in the top three best games on the Unreal Engine. It has a fighting game genre, which was discussed earlier using the example of Street Fighter V. There are many characters here, a countless number of strikes, but making them can be quite difficult, since the combinations are long and must be performed accurately. The popularity of the game is based on its excellent gameplay, spectacular battles and beautiful character models and terrain for fights.


The game even has a plot, although it is more of a formality, because the value of the game does not lie in this component. Fights with friends, which lead to the emergence of a competitive spirit, are the most important feature of the game. To be a winner, you need to memorize and practice combinations for strikes, and then neither your friend nor the computer will be able to resist.

#2 - BioShock Infinite

BioShock is an interesting shooter that fascinates with its atmosphere and has some RPG elements, that is, you can upgrade your character’s abilities. The game takes the user back to 1912, the action takes place in the floating city of Columbia.


The user will play as private practice detective Booker DeWitt, who enters the city to search for Elizabeth. After the discovery of the girl, both heroes become prisoners of the war between the authorities and the rebels, the simple, working class.

Elizabeth's uniqueness is that she can create rifts between parallel worlds that reveal a lot about the city and the characters' pasts.

#1 - Dishonored

Stealth action is becoming quite a popular genre these days, but it's difficult to compete with Dishonored. Additionally, the game contains elements of the RPG genre.

The game takes you to a city that is completely mired in a plague epidemic - this is Dunwall. It is noticeable that the city is in many ways reminiscent of London in ancient times, approximately the Victorian era. The main character, Corvo Attano, wants to restore justice, because he was blamed for the murder of the empress. The lord escapes from prison and tries to establish a balance between good and evil forces.

Corvo does not neglect any ways to solve the situation, so he “moons” as a hired killer. The main task is to find and eliminate a specific character. Present in the game a large number of various weapons, but that’s not all, because the character has unique abilities.


The game has an interesting plot, it is non-linear. Almost every mission can be completed in many ways, in particular - you can make noise and kill numerous opponents or kill the enemy secretly so that no one notices.