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
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