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This project showcases a robust weapon and projectile framework built with a hybrid C++/Blueprint architecture. The system focuses on efficient projectile lifecycle management and real-time data visualization through a custom debug HUD.

Technical Highlights:

Hybrid Architecture:

Projectile Lifecycle Management:

Real-time Debugging HUD:

Key Features:

Pick-up System:

Collision Filtering:

Infinite Projectile Simulation:

Hybrid Architecture: Developed the core projectile logic, collision handling, and data tracking in C++ for performance, while utilizing Blueprints for high-level actor configuration and weapon interaction.

Implemented a system where projectiles operate with infinite ammo but are governed by specific destruction rules: a time-based "lifespan" and class-based collision filtering.

Created a dynamic UMG (Unreal Motion Graphics) interface that monitors every active projectile in the game world. The UI updates in real-time to show:

  • Tracking ID: Unique sequential numbering of every projectile fired.

  • Spatial Data: Precise XYZ coordinates of the last impact.

  • Interaction Counters: Tracks the number of impacts before the projectile is retired.

  • Object Detection: Identifies the specific StaticMeshActor or class hit by the projectile.

  • Automated Data Cleanup: Designed the UI to be data-driven, automatically removing tracking entries the moment a projectile is destroyed in the backend C++ logic to ensure a clean and accurate display.

Interactive weapon actors that can be equipped by the player.

Logic that distinguishes between environment obstacles and specific "trigger" classes that cause projectile destruction.

Optimized backend to handle continuous firing and data reporting without performance drops.

Dynamic Projectile & Tracking System

Project type:

Core Developer | Unreal Engine (C++, Blueprints, UMG)

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