DESCRIPTION
I recreated Guild Wars 2's movement, camera, and combat systems from scratch in UE5 using Blueprints and C++.
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The video above shows a weapon kit in action.
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The video below shows the creation of a skill using a custom tool.
COMPLETED FEATURES
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Player Controller
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Camera Controls
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Custom look sensitivity
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Custom zoom in/out
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LMB Camera Pan → Enables free camera
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RMB Camera Pan → Enables action camera
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About Face → Instantly turns character & camera 180°
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Look Behind → Camera turns 180° while held
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Movement
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Custom WASD movement with diagonal speed adjustments
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A/D turns character (strafe when holding RMB)
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LMB + RMB Run → Moves forward when both are held
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Autorun (R key) → Runs in camera direction, stops on input
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Player Character
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Class System → Swap between Warrior, Ranger, Mage
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Weapon System
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Equip / Unequip → Spawns & attaches weapon actor
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Stow / Draw → Cancels non-locked animations when stowing
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Abilities (1-5 hotbar)
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Retrieves abilities from equipped weapon
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Validates skill slot and triggers class-specific activation
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Auto-draws weapon on ability cast
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Dodge Roll → 8-directional i-frame, consumes stamina
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Base Weapon System
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Parent class for all weapons
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Detects player overlap to trigger equip/unequip
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Skill Slot Mapping → Each weapon has unique abilities
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Assigns custom stow/draw animations & sockets
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Gameplay Abilities
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Base Ability Class (child of GameplayAbility)
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Activation Flow
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Checks class & weapon compatibility
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Updates tooltip UI on hover
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Consumes resources (health check prevents self-kill)
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Casting Progress Bar → Appears, pauses on cancel, fades after use
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Animation Montage playback with commit/cancel handling
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Damage & Hitbox Logic
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Supports PBAoE, Ground Targeted, Projectiles, and Movement Abilities
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PBAoE Functionality​
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Ground Targeting Functionality
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​​Skill Bar UI
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Dynamically Constructs Skill Slots
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Auto-arranges spacing based on skill count
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Adds health/resource widget after 5th skill
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Cooldown System
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Updates cooldown bars dynamically
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Icons flicker on cast for visual clarity
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Casting Bar
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Appears on skill activation
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Pauses progress when canceled
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Animations
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Root Motion Editing for weight and fluidity
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Montage Adjustments for timing & feel
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Anim Notifies for hit checks & weapon stow/draw
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Targeting System
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Hybrid tab-targeting & action targeting
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Cycles targets from nearest to farthest
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Allows for manual detargeting