PERSONAL PROJECT · IN PROGRESSWhat I’m doing in this video
I start with the combat demo, then open the Blueprints and C++ classes behind it. Choose a timestamp to watch that part.
I show enemy damage, health loss, a mana-based shot and a regular arrow shot.
I show the character setup and C++ components for health and mana. Regeneration is not implemented in this version.
I explain the attack montage, then the upper- and lower-body blends in the Animation Blueprint.
I demonstrate moving around a target and explain nearest-enemy locking. Right-stick target switching is a planned addition.
I show individual C++ status-bar widgets for health and mana, assembled into a main HUD attached to the player controller.
I walk through projectile subclasses and explain where attacks, mana costs and inputs are configured. Attack icons are discussed as part of the intended HUD.
I discuss the cooldown work and planned projectile pooling. The current projectiles are still spawned directly.
I explain the base character, player and enemy inheritance, the GetHit interface and the attack component. Reusing the component across more character types is a future goal.
Project Slice
Ranger combat, built with room to grow.
I started with a simple combat loop: move, find a target, shoot. Then I split the behaviour into C++ components and Blueprint configuration, so new attacks can fit into the same system.
The player’s side +
Constantly aiming at an enemy can feel cumbersome on a controller. I use nearest-target locking and combat strafing to make moving around an opponent more intuitive. Upper- and lower-body animation layers let the character move while attacking.
Under the hood +
A shared character base, an attack component, a hit interface and projectile subclasses handle the core behaviour. Health and mana use an attribute component, while individual status bars feed into a main HUD. The aim is to configure an attack, connect its input, and reuse the existing flow.
What’s next +
The devlog shows an early prototype. Projectile pooling, cooldowns, regeneration, right-stick target switching and a wider set of attacks are next steps discussed in the video.



