Designed and implemented a modular damage system using both Blueprint and C++, with the goal of providing a consistent and reusable damage-handling framework across multiple projects.
Additional work included:
Damage Handling: Developed a centralized system to manage and process damage events between different gameplay entities.
Blueprint & C++ Integration: Combined C++ functionality with Blueprint accessibility, allowing the system to be easily extended and adapted.
Cross-Project Reusability: Designed the system to be reusable and easily integrated across multiple projects, reducing duplication and ensuring consistency.
Gameplay Ability System Compatibility: Ensured compatibility with Unreal Engine's Gameplay Ability System (GAS), allowing the damage system to integrate with GAS-based abilities, Gameplay Effects, and attribute management.
Modular Architecture: Focused on creating a flexible foundation that can accommodate different damage sources, gameplay mechanics, and future extensions.

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