Implementing UE5 Solutions
Examples on this site cover multiple different technologies and game types, including:
Game Logic
- Action RPG
- Turn-Based Combat
- UI Design
- Game Design
Unreal Engine Technologies
- MetaHuman
- CommonUI
- Gameplay Ability System (GAS)
- Enhanced Input
- Quite a bit more…

Custom Work Details
See below for a detailed breakdown of all the custom work done for the examples/Proof of Concepts



Game Design (both C++ and Blueprint)
- Character Customization system (Face/Skin Color/Hair/Hair Color)
- Real-Time RPG Action system
- GAS-based
- Used GameplayTags for most everything
- Player root systems while attacking
- Player targeting system
- Ability Cancel system (ex cancel attack startup with Block)
- Block and recoil
- Custom MMC leveraging GameplayTags to calculate damage based on weakness/resistances
- Grid-Based Action system
- Custom GAS Cooldown integrated to turn system
- Turn-Based Game State to track turns/rounds
- Grid-based spawning system to spawn both hero and enemies
- Grid and character highlight on target
- Ricochet/bounding attack through grid occupants
- Gameplay Ability System Implementation
- Melee Attacks
- Blocking
- Sprint
- Jump
- Projectile Attacks and Impact systems
- Animation integration to the combat system (primarily Anim Notify)
- MetaHuman integration
- Including parametric clothing/Wardrobe Items
- Inventory System
- Stacking items
- Picking up world items and adding to inventory
- Interaction System
- Conversations
- Looting items
- Activating objects
- Character loadout/equipment system and toggle between loadouts
- Game Save/Load Logic
UI Design
- Health Bars
- Dynamic update
- Animated, including delayed secondary bars for visual clarity
- Game UI Headers, listing buttons for main UI areas
- Inventory visibility
- Character stats and details
- Main Menu
- Hero Hiring systems
- Grid deployment UI to assign hired heroes to specific grid slots
3rd Party Assets/Plugins
The only 3rd party plugin used is Dear ImGUI.
Free assets or purchased assets from the Marketplace were used for a number of things, primarily all visual:
- Character Meshes
- Armor/Clothing Meshes
- VFX
- Environment-Related
- Trees
- Foliage
- Landscape Stamps
- Distant Mountains
- SFX (primarily through Gameplay Cues)
- User Interfaces
- Animations
Includes Modification to Many 3rd party Assets
- Material Modification
- Mesh Modification (primarily for MetaHuman Wardrobe usage)
- Texture Modification (masks, color alteration, etc.)
- UI alteration for all of the above
