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chris-gong/flopnite-ue4

★ 347 · C++ · MIT · updated Sep 2021

An attempt at remaking the popular battle royale game, Fortnite, using Unreal Engine 4 and Amazon GameLift

A student project that recreates Fortnite's core battle royale loop using UE4 and Amazon GameLift, built by a small team for a YouTube documentary series. It's a learning exercise in multiplayer game architecture — not a production-ready framework or a serious Fortnite alternative. Last touched in 2021 and officially shut down due to AWS costs.

- Uses the Advanced Locomotion System v4 (ALSV4_CPP) as a plugin, which is a solid choice for character movement — it's the same system many indie UE4 projects use for polished character feel.

- Integrating Amazon GameLift for session management is genuinely non-trivial; tackling dedicated server hosting, matchmaking, and fleet management at the student level is worth noting.

- The client-server separation with UE4 replication is the right architecture for a BR game — not faking it with a listen server.

- The master branch is an abandoned restart with almost no content — the only code worth looking at is in v1/v1-plus, which aren't the default branch. The repo structure actively misleads anyone cloning it.

- UE4 is end-of-life for new projects; UE5 has been out for years. Anyone trying to learn from this will be fighting a deprecated engine version and an abandoned plugin ecosystem.

- No C++ source visible in the tree snapshot — it's mostly .uasset binary files, which means you can't read the actual game logic in GitHub. The educational value of the repo is almost entirely in the companion YouTube videos, not the code itself.

- The project is dead by the author's own admission. AWS costs killed it before any of the distinctive Fortnite mechanics (building, storm circle, loot pools) were meaningfully implemented.

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