A modern Action RPG built with Unreal Engine 5, showcasing advanced game development techniques, asset integration, and polished gameplay mechanics. This project demonstrates expertise in C++ programming, Blueprint scripting, animation systems, and cross-platform build pipelines.
- Unreal Engine 5.6 - Game engine for high-fidelity graphics and advanced features
- C++ - Core gameplay logic and performance-critical systems
- Blueprints - Visual scripting for rapid prototyping and UI
- Gameplay Ability System (GAS) - Advanced ability and attribute management
- Behavior Trees - AI decision-making and enemy behaviors
- Animation Blueprints - Character animation state machines
- Unreal Build Tool (UBT) - Custom build configurations and automation
- Version Control - Git for collaborative development
- Asset Integration - Marketplace asset packs for rich content
- Martial Arts Mechanics: Implemented traditional Korean martial arts combat with fluid animations
- Combo System: Chain attacks with timing-based inputs for dynamic gameplay, including boss combo mechanics
- Stun Mechanics: Enemy stun system for interrupting attacks and creating combat opportunities
- Damage & Health: Robust health management and damage calculation systems
- Ability System: Custom gameplay abilities for attacks, effects, and character progression
- Boss Encounters: Advanced boss fights with spear attacks, random attack selection, and animation notifies
- Behavior Trees: Intelligent enemy AI with patrol, alert, and attack behaviors
- Detection Systems: Configurable detection ranges with line-of-sight checks for responsive AI
- Boss Encounters: Special boss areas with unique mechanics, spear attacks, and triggers
- Enemy Types: Diverse enemy classes with different combat styles and stun vulnerabilities
- Targeting System: Camera lock and input actions for precise enemy targeting
- Advanced Animation Library: Integrated FreeAnimationLibrary for diverse character movements
- Motion Matching: Smooth transitions between combat states
- Particle Effects: Visual feedback for attacks and impacts
- Animation Notifies: Custom notifies for combo windows and damage application
- Modular Architecture: Clean C++ code structure with reusable components
- Performance Optimization: Efficient rendering and asset management, including optimized animation handling via Behavior Tree services
- Cross-Platform Builds: Configured for Windows development and deployment
- Build Automation: Custom VS Code tasks for streamlined development workflow
- UI System: Loading screens, player UI, pause menus with resume/quit functionality, and centralized input management
- Gameplay Ability System (GAS): Advanced ability and attribute management with GameplayEffect assets
- Configuration Management: Centralized game configuration system for maintainable settings
- RPG Elements: Character progression and skill trees
- Interactive Environments: Dynamic world with responsive objects
- Arena Gameplay: Dedicated combat arena for testing mechanics
- Boss Areas: Specialized zones for challenging boss encounters
- Stun Mechanics: Combat interruptions for strategic gameplay
- Minimap System: Real-time minimap for navigation and awareness
- Unreal Engine 5.6+: Download via Epic Games Launcher
- Git: For repository management
- Required Assets:
- KoreanTraditionalMartialArts
- FreeAnimationLibrary
- UndergroundSciFi
-
Clone Repository
git clone https://github.com/ngmitam/ActionRPG.git cd ActionRPG -
Install Asset Packs
- Open Epic Games Launcher โ Marketplace
- Acquire and add to project:
KoreanTraditionalMartialArts,FreeAnimationLibrary, &UndergroundSciFi
-
Open Project
- Launch
ActionRPG.uprojectin Unreal Editor - Generate Visual Studio files if needed
- Launch
ActionRPG/
โโโ ActionRPG.code-workspace # VS Code workspace configuration
โโโ ActionRPG.uproject # Unreal Engine project file
โโโ LICENSE # MIT License
โโโ README.md # Project documentation
โโโ Source/ # C++ source code
โ โโโ ActionRPG/ # Main game module
โ โ โโโ ActionRPG.Build.cs # Build configuration
โ โ โโโ ActionRPG.cpp # Module implementation
โ โ โโโ ActionRPG.h # Module header
โ โ โโโ Public/ # Header files (.h)
โ โ โ โโโ MyCharacter.h # Player character class
โ โ โ โโโ MyEnemy.h # Enemy base class
โ โ โ โโโ MyBoss.h # Boss enemy class
โ โ โ โโโ MyAbilitySystemComponent.h # GAS component
โ โ โ โโโ ... # Other classes
โ โ โโโ Private/ # Implementation files (.cpp)
โ โโโ ActionRPG.Target.cs # Game target configuration
โ โโโ ActionRPGEditor.Target.cs # Editor target configuration
โโโ Content/ # Unreal assets
โ โโโ Maps/ # Game levels
โ โ โโโ Arena/ # Combat arena level
โ โโโ Core/ # Core game assets
โ โ โโโ AI/ # AI-related assets and behaviors
โ โ โ โโโ Animations/ # AI animation assets
โ โ โ โโโ Boss/ # Boss enemy assets
โ โ โ โโโ Enemy/ # Regular enemy assets
โ โ โ โโโ UI/ # AI-related UI elements
โ โ โโโ Character/ # Player character assets
โ โ โ โโโ Animations/ # Character animation assets
โ โ โ โโโ GAS/ # Gameplay Ability System assets
โ โ โ โโโ Input/ # Input mappings and actions
โ โ โ โโโ UI/ # Character-related UI elements
โ โ โโโ FX/ # Particle effects and visual effects
โ โ โโโ BP_LoadingScreen.uasset # Loading screen Blueprint
โ โ โโโ BP_MyGameMode.uasset # Game mode Blueprint
โ โ โโโ BP_PauseMenu.uasset # Pause menu Blueprint
โ โโโ KoreanTraditionalMartialArts/ # Combat animations
โ โโโ FreeAnimationLibrary/ # General animations
โ โโโ UndergroundSciFi/ # Sci-fi environment assets
โ โโโ Collections/ # Asset collections
โ โโโ Developers/ # Developer-specific assets
โ โโโ __ExternalActors__/ # External actor references
โ โโโ __ExternalObjects__/ # External object references
โโโ Config/ # Configuration files
โ โโโ DefaultEditor.ini # Editor settings
โ โโโ DefaultEngine.ini # Engine settings
โ โโโ DefaultGame.ini # Game settings
โ โโโ DefaultGameplayTags.ini # Gameplay tags
โ โโโ DefaultInput.ini # Input settings
โ โโโ Layouts/ # UI layouts
โโโ Binaries/ # Compiled executables
โ โโโ Win64/ # Windows 64-bit builds
โโโ Plugins/ # Unreal plugins
โโโ Saved/ # Editor and runtime data
โ โโโ Autosaves/ # Auto-saved levels
โ โโโ Config/ # Saved configuration
โ โโโ Logs/ # Log files
โ โโโ Shaders/ # Compiled shaders
โโโ DerivedDataCache/ # Cached derived data
โโโ Intermediate/ # Intermediate build files
โโโ .git/ # Git repository (not shown in project)
- Open in Unreal Editor
- Press Play to test gameplay
- Use build tasks for different configurations
- Navigate to
Binaries/Win64/ - Run
ActionRPG.exefor the packaged game
- Movement: WASD
- Camera: Mouse
- Jump: Left Ctrl
- Sprint: Left Shift
- Attack: Left Mouse Button
- Dodge: Space
- Focus/Target Lock: Right Mouse Button
- Pause Menu: Escape
Available VS Code tasks for different build configurations:
ActionRPG Win64 Debug Build- Debug build for development debuggingActionRPG Win64 Debug Rebuild- Clean and rebuild debug versionActionRPG Win64 Debug Clean- Clean debug build filesActionRPG Win64 DebugGame Build- DebugGame build for testingActionRPG Win64 DebugGame Rebuild- Clean and rebuild DebugGame versionActionRPG Win64 DebugGame Clean- Clean DebugGame build filesActionRPG Win64 Development Build- Standard development buildActionRPG Win64 Development Rebuild- Clean and rebuild development versionActionRPG Win64 Development Clean- Clean development build filesActionRPG Win64 Test Build- Test build for automated testingActionRPG Win64 Test Rebuild- Clean and rebuild test versionActionRPG Win64 Test Clean- Clean test build filesActionRPG Win64 Shipping Build- Optimized release buildActionRPG Win64 Shipping Rebuild- Clean and rebuild shipping versionActionRPG Win64 Shipping Clean- Clean shipping build files
ActionRPGEditor Win64 Debug Build- Editor debug buildActionRPGEditor Win64 Debug Rebuild- Clean and rebuild editor debugActionRPGEditor Win64 Debug Clean- Clean editor debug build filesActionRPGEditor Win64 DebugGame Build- Editor DebugGame buildActionRPGEditor Win64 DebugGame Rebuild- Clean and rebuild editor DebugGameActionRPGEditor Win64 DebugGame Clean- Clean editor DebugGame build filesActionRPGEditor Win64 Development Build- Editor development buildActionRPGEditor Win64 Development Rebuild- Clean and rebuild editor developmentActionRPGEditor Win64 Development Clean- Clean editor development build files
This project enhanced my skills in:
- Game Architecture: Designing scalable systems for RPG mechanics
- Gameplay Ability System: Implementing complex ability frameworks
- AI Programming: Behavior trees and enemy AI design
- Animation Systems: Montages, notifies, and state machines
- C++ in Unreal: Advanced UE patterns and performance optimization
- Performance Tuning: Optimizing for smooth 60+ FPS gameplay
- Asset Pipeline: Managing large asset libraries efficiently
- Build Systems: Automating deployment across platforms
- Version Control: Best practices for collaborative game development
For a detailed list of changes, features, and improvements, see CHANGELOG.md.
Open to feedback and improvements! Feel free to:
- Report issues or bugs
- Suggest new features or mechanics
- Submit pull requests with code improvements
- Share feedback on gameplay balance
For major changes, please open an issue first to discuss what you would like to change.
MIT License - see LICENSE for details.
ยฉ 2025 Nguyen Minh Tam. All rights reserved.
- Epic Games for Unreal Engine 5
- Asset creators for KoreanTraditionalMartialArts, FreeAnimationLibrary, UndergroundSciFi
- Unreal Engine community for invaluable resources
Nguyen Minh Tam LinkedIn | GitHub Email: ngmitamit@gmail.com
This project showcases professional game development practices and is part of my portfolio demonstrating Unreal Engine expertise.