Combat Game Project Summary – Key Highlights
Tools & Tech:
- Unreal Engine 5 (Blueprints + C++)
- Animation State Machines
- Behavior Trees & AI Controllers
- HUD & UI Systems
Skills & Concepts Learned:
- Integrated C++ & Blueprints for scalable combat systems
- Built modular enemy AI using Behavior Trees + Blackboards
- Designed smooth animation transitions (idle, walk, run, attack, death)
- Developed responsive UI for health, soul count, and various collectibles (gold items)
- Applied hit detection syncing using animation notifies
- Practiced optimization through reusable code and parent classes
Challenges & How I Solved Them:
- AI Detection Bugs → Switched to AI Perception & Blackboard Logic
- Unsynced Attacks → Used Anim Notifies for exact hit timing
- Input Buffer Lag → Built custom input buffering for fluid combos
- Collision Issues → Adjusted hitboxes, sockets, and collision channels
- Code Duplication → Created parent-child class hierarchy for enemies
Big Takeaways:
- Learned to debug & iterate gameplay systems in real-time
- Built a scalable third-person combat foundation from scratch
- Developed critical thinking in system design and optimization
- Understood how combat = animation + logic + UI feedback working in sync