Cutter#

This is a prototype game where I use Unreal’s Procedural Meshes to slice objects at runtime. I am using object pooling to reuse despawned procedural meshes; this method can give a huge performance boost in large projects. A Niagara Particle System is used to have a blade-like effect when cutting.

For this project I also tried developing a plugin that enables the use of Microsoft public GDK in Unreal Engine but without being part of ID@Xbox is impossible to use the Xbox Services API. Due to this constraint I suspended the plugin development because when you are being part of ID@Xbox you can use the official Epic plugin.

I still learned about Unreal’s plugin and module system and that’s why I describe this part of the project.

Roles#

I did everything alone starting from Unreal’s FirstPerson Template.

Software#

This game is made in Unreal Engine 5.7 and contains a basic set of GDK features.

Source Code#

As a source control option I am using Perforce P4. My instance is hosted at p4.pulli.me:1666.

Contact me to receive the guest credentials and see the source code.

Back#