Unreal Engine sample projects
- - ----------- - -
using C++ and Blueprint
developed for prototyping and reference

all projects are free to try and Please send me feedback..

Active Stage Items

- 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

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Garageband 1048 High Quality Jun 2026

Apple recommended this update for all users because it addressed two major security flaws (CVE-2023-27960 and CVE-2023-27938).

But what does "1048" actually mean? While not an official Apple product number, within audio engineering circles, "1048" refers to the holy grail of digital audio settings: (often mis-typed or synonymously grouped with 1048 kbps bitrate targets). Achieving this level of fidelity in GarageBand transforms your laptop into a legitimate recording studio. garageband 1048 high quality

Go to GarageBand Preferences > Audio/MIDI and ensure 24-bit recording is selected. 2. Forcing 48kHz (The "48" in 1048) Apple recommended this update for all users because

Define GarageBand as an entry-level but powerful DAW. Introduce version 10.4.8 and address the premise that software versioning is less critical to sound quality than proper user technique. Achieving this level of fidelity in GarageBand transforms

Open the utility on your Mac (Applications > Utilities).

While the headlines often grab major version numbers (like the transition to 10.4), the 10.4.8 update represents a crucial refinement in stability and performance. For producers chasing "high quality," stability is just as important as features. The update optimized performance for Apple Silicon chips (M1/M2/M3 series), ensuring that heavy plugin loads and high track counts no longer induce system latency or crashing.

Blueprint and C++

- 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, FindPropertyByName, ContainerPtrToValuePtr, SpotLightComponent, TextRenderComponent
Blueprint: TextRender, SpotLight

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Levels

- 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

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Spawn Geos

- Spawn destroyable objects based on box boundary
- Customisable features
- C++ only

Using:
RandomPointInBoundingBox, SpawnActor, Collision detection

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GameMode Advantage

- Communication with GameMode for data flow control between independent stage objects
- Blueprint only

Using:
Widget, Font Material, GameMode, Collision detection

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AI and Blueprint

- 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

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Drag and Drop

- 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

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