While developing a PVP multiplayer game, I gained a deep understanding in networking and relevancy systems.
All the blueprints are designed for multiplayer.
All communication between blueprints was handled with interfaces or sometimes dispatchers, so decoupled blueprints with no hard references.
Here are some highlights;
Procedural Labyrinth Generator

Built for my Project Labrys

Generated from modular pre-built tiles, populated with
randomized rooms, loot, objectives, NPCs...
Size of the labyrinth, amount of rooms, quantity of loot, number of exits... all things are infinitely scalable.
Key design focuses were to make players feel truly lost and increase replayability.



Motion Tracker EQUıpment
Built for my current project, WIP
Inspired by Alien, an equipment players can purchase. 
Model is made and animated by me.
Any actor can be tracked with just an implemented interface. 
Battery can be seen on the top left of the screen of the device to minimize HUD clutter.

Weeping Angel Inspıred Enemy
Built for my current project, WIP
He can't move or harm you while being looked at. He also likes to keep eye contact to make sure you are looking at him.
Players get added a temporary Pawn Sensing component upon entering his radius to check if he is seen. No need for a permanent one as a Pawn Sensing component updates very frequently.
Character model is a modified MetaHuman in Blender by me.
He was too tall to fit door frames and such. I did not want to make him shorter so I made a procedural bending over animation which is applied over the animations.
Scanner
Built for my current project, WIP
It can be hard to keep track of small interactable items in cluttered areas and it also calculates the total worth of all the items scanned.
Any actor can be scanned with just an implemented interface.
Achieved by a single multi sphere trace and the appearance delay is faked by each scanned actor calculating when the scan would reach it by factoring their distance to the player and the scan speed.

Item Store
Built for my current project, WIP
Inspired by a vending machine, players enter codes on the display on a keypad and scan their card to purchase items. 
Only the server owner has the ability to print cards as a small anti-griefing measure as you can create public sessions and have strangers join.


Perk System

Built for my Project "Labrys"

Key design focus was to increase player retention and also as a reward for player level up. You level up with XP which is gained by playing matches.
Total of 16 perks, players can equip 2 at the same time.
Here are some examples of the more interesting perks;
-Play dead
-You can see better in the dark
-Gain temporary extra movement speed when the Minotaur is chasing you
-Start healing after standing still for 10 seconds...
Besides the highlighted ones, here are some more notable systems I built using blueprints;
• Inventory
• Equipment
• Positional VOIP 
• Text chat
• Save with backups
• Steam and EOS subsystem support (with plugin)
• Leaderboard
• Sneaking 
• Character customization 
• Chalk (players can draw on anything)
• Ability 
• Idle kick
• Melee combo
• Various puzzles
• Lobby
• Planet dependent gravity
• Weight
• Stamina
• Fall damage w/ curve...

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