Explored and implemented Unreal Engine 5's Gameplay Ability System (GAS), using both Blueprint and C++ to develop a modular and extensible framework for managing character abilities and gameplay-related systems.
Additional work included:
Gameplay Abilities: Implemented reusable abilities to manage character actions, attacks, and other gameplay mechanics.
Attribute System: Worked with Gameplay Attributes to manage character properties and gameplay-related values.
Gameplay Effects: Explored Gameplay Effects to handle attribute modifications, temporary buffs, debuffs, and other gameplay changes.
Gameplay Tags: Used Gameplay Tags to identify, categorize, and control gameplay states, abilities, and interactions.
Blueprint & C++ Integration: Combined C++ implementation with Blueprint accessibility, allowing gameplay systems to benefit from both code-level flexibility and visual scripting.
Modular Architecture: Focused on building reusable and scalable gameplay systems that can be extended and adapted across different characters and gameplay scenarios.