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Third Person Action RPG Prototype

Personal project · Action RPG prototype

The prototype brings together reusable character logic, animation controlled melee combat and enemy navigation in Unreal Engine. A shared character class supplies health, damage handling, weapon support and animation behaviour for both the player and enemies. An attribute component tracks health, stamina, souls and treasure, with the HUD presenting changes during combat and exploration.

Attacks enable weapon collision during selected animation frames, while Motion Warping aligns specific combat animations. Enemy behaviour combines Pawn Sensing with navigation to move between patrol, pursuit and close combat. Blueprints connect the C++ systems to animations, effects and audio, and Chaos Geometry Collections support breakable objects that release treasure within the World Partition environment.

Technical highlights

  • Combat animations control attacks, dodges, hit reactions and weapon collision.
  • Enemies patrol, detect the player, give chase and attack within range.
  • Shared attributes manage health, stamina and collectibles, with feedback through the HUD.

Technical details

Combat and character systems

A shared character class provides health, damage, weapons and animation behaviour for both the player and enemies. Weapon collision is enabled during active attack frames. Motion Warping aligns selected combat animations, while the attribute component tracks health, stamina, souls and treasure.

Enemies and interaction

Pawn Sensing and navigation drive patrol and pursuit. Enemies respond to sight and damage, attack at close range and drop souls when defeated. Chaos Geometry Collections provide breakable objects that can release treasure. Blueprints connect these systems to animations, effects, audio and the World Partition environment.

Project context

This is a gameplay prototype, not a finished commercial release. The repository includes the main exploration map and a separate map for testing gameplay systems.