All the following examples use the same basic tools, including:
- GAS for all abilities used
- Dear ImGUI for all debug activation of skills/items/equipment
- CommonUI for all UI displayed
- Enhanced Input for all input
- Attribute Sets for all health/damage/etc.
This example is showing character customization, changing equipment, skin tone, hair style, face, hair and eye colors. It leverages ImGUI for the add/remove/alter mechanisms
This example uses GAS to create a grid-based real-time combat. The shown clip uses a Duration-based ability to apply damage on contact as well as damage over time. The fairy character also has toggle-able Niagara wings that are turned on and off.
The UI also has cooldown counters and (default) icons for abilities. It also includes a damage chart that updates in real time for any skills that apply damage to enemies.
The video here shows a turn-based grid combat, highlighting enemy grids showing range of the skills, triggered via ImGUI debug windows. Abilities are all still GAS, but using custom duration mechanics to adjust for turn-based combat.