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Event-driven ability system demo in Unreal Engine 5, focused on clean architecture and gameplay system design. Work in progress.

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⚙️ EventAbilitySystem

Status: Work in Progress

This is an active portfolio project and still in development.

Overview

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.


Core Ideas

  • Event-driven ability system

  • Clear separation of responsibilities

    • Character → executes actions

    • AbilityComponent → manages and routes abilities

    • AbilityBase → rules and lifecycle

  • Single entry point to activate abilities

  • Abilities do not handle input directly

  • UI reacts to events only (planned)


Current State

  • Core ability architecture implemented

  • Dash ability as an example

  • Enhanced Input set up via PlayerController

  • Central place for ability names

Still in progress:

  • UI feedback (cooldowns, states)

  • More abilities (e.g. Shield, Heal)

  • Diagrams and documentation

  • General cleanup and polish


Notes

  • The project currently uses the Unreal Engine Third Person Template.

  • Visuals, animations, and art are not the focus of this project.

  • Networking and advanced features are intentionally not included.


Purpose

This project is meant to show:

  • How gameplay systems can be structured

  • Understanding of Unreal Engine architecture

  • Clean and maintainable code

  • Engine-agnostic thinking


Tech

  • Unreal Engine 5

  • C++

  • Enhanced Input

  • Event-driven gameplay systems


This project is built as a learning and portfolio piece.

Feedback is welcome.

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Event-driven ability system demo in Unreal Engine 5, focused on clean architecture and gameplay system design. Work in progress.

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