Unreal Engine sample projects
- - ----------- - -
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
The Internet Archive hosts an extensive collection of media related to the 2002 Spider-Man
: You can find the full shooting script by David Koepp , dated April 18, 2001, providing insight into the film's development.
A fascinating piece of marketing history, the Kellogg's PC Demo was a promotional CD-ROM given away with cereal and milk. It features in-game billboard advertisements for Kellogg's and "Got Milk?". spider man 2002 internet archive
Suggested blog post structure (example)
: Documentary footage like Stan Lee's Mutants, Monsters, and Marvels (2002) is available, capturing the creator's thoughts during the film's peak. Suggested blog post structure (example) Lost Interviews and
Here’s a helpful piece of information regarding your search for :
has become a digital sanctuary for fans looking to revisit the web-slinger’s cinematic debut in its most nostalgic forms. Nearly a quarter-century later
When Sam Raimi’s Spider-Man swung into theaters in May 2002, it marked a watershed moment in mainstream superhero cinema: a commercially successful, emotionally grounded blockbuster that proved comic-book adaptations could be both faithful and broadly appealing. Nearly a quarter-century later, the Internet Archive—an expansive, non-profit digital library—plays an essential role in preserving the cultural artifacts, promotional ephemera, fan discourse, and ephemeral media that surround that release. This article explores how the Internet Archive helps document the Spider-Man (2002) phenomenon, what survives there, and why this kind of digital preservation matters for film history, fandom studies, and cultural memory.
- 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