Status: Work in Progress
This is an active portfolio project and still in development.
EventAbilitySystem is a small portfolio project that shows how an event-driven ability system can be structured in a clean and modular way.
The goal is not to create a full game, but to demonstrate good system design, clear responsibilities, and readable C++ code, mainly using Unreal Engine 5.
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Event-driven ability system
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Clear separation of responsibilities
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Character → executes actions
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AbilityComponent → manages and routes abilities
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AbilityBase → rules and lifecycle
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Single entry point to activate abilities
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Abilities do not handle input directly
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UI reacts to events only (planned)
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Core ability architecture implemented
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Dash ability as an example
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Enhanced Input set up via PlayerController
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Central place for ability names
Still in progress:
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UI feedback (cooldowns, states)
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More abilities (e.g. Shield, Heal)
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Diagrams and documentation
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General cleanup and polish
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The project currently uses the Unreal Engine Third Person Template.
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Visuals, animations, and art are not the focus of this project.
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Networking and advanced features are intentionally not included.
This project is meant to show:
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How gameplay systems can be structured
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Understanding of Unreal Engine architecture
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Clean and maintainable code
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Engine-agnostic thinking
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Unreal Engine 5
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C++
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Enhanced Input
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Event-driven gameplay systems
This project is built as a learning and portfolio piece.
Feedback is welcome.