
Weapon & Interactions, Stealth based System with AI
Unreal Engine | C++ | Blueprints
About
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Made in over 3 weeks
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Inspired by Hitman, featuring stealth mechanics, interactive environments, and context-based actions.
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Combines modular weapon systems with ALS-style procedural movement for fluid character control.
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Designed as a flexible, modular framework that is easy to modify, extend, and integrate new gameplay features into.
Advanced Locomotion System
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Built a modular ALS-style locomotion system covering idle, walk, run, crouch, lean, start, stop, pivot, turn-in-place, and jump animations.
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Implemented distance matching and sync groups for smooth transitions and accurate animation blending.
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Used animation blueprint layers to keep each movement state modular and easily extendable.
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Adjusted movement speed dynamically for all weapon types to maintain consistency across animations.
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Integrated footstep audio synced with character speed and surface detection for realism.
Weapons Modular System
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Modular Weapon Framework
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Used Data Assets to define weapon stats, fire rate, recoil, and ammo type.
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Supported multiple weapon classes such as rifles, pistols, and melee weapons with reusable base components.
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Dynamic Crosshair System
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Created in UMG to react in real time to accuracy, recoil, and player movement speed.
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Adjusted spread dynamically based on weapon state (idle, moving, aiming, or firing).
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Grenade and Projectile Mechanics
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Implemented using UProjectileMovementComponent for consistent velocity and arc control.
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Added predictive trajectory visualization using line traces for precise aiming feedback.
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Weapon and Ammo Pickup System
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Used collision overlap events for item detection and interaction prompts.
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Integrated pickup logic with a replicated inventory system for multiplayer synchronization.
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Radial Weapon Selection UI
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Designed with UMG and Blueprint scripting for quick, intuitive weapon switching.
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Included visual highlights and animation feedback for selected slots.
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Compass and Weapon UI
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Created using widget components attached to the HUD for constant player awareness.
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Displayed real-time direction and equipped weapon info using world direction vectors.
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Interactions System(Inspired by Hitman Games)
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Interaction Framework
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Built in C++ and Blueprints with modular interaction components(PlayerInteractionComponent) for all interactable objects.
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Used line traces and overlap checks to detect and prioritize nearby interactables.
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Height-respective animations played based on the object’s distance from the ground.
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UI Indicators
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Designed smooth on-screen indicators using UMG that appear contextually when actions are available or completed.
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Added fade-in and fade-out animations for polished player feedback.
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Door Interactions
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Implemented multiple door types (push, pull, locked) using Timeline and Curve assets for realistic motion.
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Integrated sound cues and interaction prompts for each door type.
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Disguise System
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Enabled taking disguises from luggage props or ragdolled bodies using animation montages and state checks.
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Synced outfit changes with character mesh swaps and UI updates.
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Pickup and Object Handling
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Added pickup logic using interaction traces with item highlighting and name display.
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Radial Interaction Wheel
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Created with UMG and Blueprint scripting to display all available actions in a circular layout.
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Highlighted and executed the selected option based on player input direction.
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Body Drag System
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Implemented using physics handles for smooth dragging and dropping of bodies.
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Synced animation blending with player movement for realistic interaction.
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Playing "Blend With Environment" Animations
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Integrated “stay busy” actions such as searching, hiding, and interacting using animation blend spaces.
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Stealth System with AI(Inspired by Hitman & Metal Gear Solid Games)
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AI Perception and Detection
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Utilized AI Perception System with sight and hearing senses to detect player presence and noise sources.
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Adjusted peripheral vision, detection range, and response delay for realistic enemy awareness.
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Distraction System
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Implemented throwable coins and objects that generate sound events detected by nearby AI.
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Created investigation behavior where enemies move toward the noise source and inspect the area.
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Stealth Takedowns
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Added melee and weapon-based takedowns using animation montages and motion warping for state control.
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Enemy Patrol Behavior
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Designed AI patrol routes using spline paths and behavior trees for looping or random movement.
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Integrated idle animations, look-around behavior, and dynamic route reassignment after alerts.
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AI Reactions to Stimuli
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Programmed responses to sound, damage, and visual detection through Behavior Tree tasks.
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Added alert, chase, and return-to-patrol states with smooth transitions using blackboard-driven logic.
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