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Weapon & Interactions, Stealth based System with AI
Unreal Engine | C++ | Blueprints

About 

  • Made in over 3 weeks​​

  • Inspired by Hitman, featuring stealth mechanics, interactive environments, and context-based actions.

  • Combines modular weapon systems with ALS-style procedural movement for fluid character control.

  • Designed as a flexible, modular framework that is easy to modify, extend, and integrate new gameplay features into.

Github Link for project code

Advanced Locomotion System

  • Built a modular ALS-style locomotion system covering idle, walk, run, crouch, lean, start, stop, pivot, turn-in-place, and jump animations.

  • Implemented distance matching and sync groups for smooth transitions and accurate animation blending.

  • Used animation blueprint layers to keep each movement state modular and easily extendable.

  • Adjusted movement speed dynamically for all weapon types to maintain consistency across animations.

  • Integrated footstep audio synced with character speed and surface detection for realism.

Weapons Modular System

  • Modular Weapon Framework

    • Used Data Assets to define weapon stats, fire rate, recoil, and ammo type.

    • Supported multiple weapon classes such as rifles, pistols, and melee weapons with reusable base components.

  • Dynamic Crosshair System

    • Created in UMG to react in real time to accuracy, recoil, and player movement speed.

    • Adjusted spread dynamically based on weapon state (idle, moving, aiming, or firing).

  • Grenade and Projectile Mechanics

    • Implemented using UProjectileMovementComponent for consistent velocity and arc control.

    • Added predictive trajectory visualization using line traces for precise aiming feedback.

  • Weapon and Ammo Pickup System

    • Used collision overlap events for item detection and interaction prompts.

    • Integrated pickup logic with a replicated inventory system for multiplayer synchronization.

  • Radial Weapon Selection UI

    • Designed with UMG and Blueprint scripting for quick, intuitive weapon switching.

    • Included visual highlights and animation feedback for selected slots.

  • Compass and Weapon UI

    • Created using widget components attached to the HUD for constant player awareness.

    • Displayed real-time direction and equipped weapon info using world direction vectors.

Interactions System(Inspired by Hitman Games)

  • Interaction Framework

    • Built in C++ and Blueprints with modular interaction components(PlayerInteractionComponent) for all interactable objects.

    • Used line traces and overlap checks to detect and prioritize nearby interactables.

    • Height-respective animations played based on the object’s distance from the ground.

  • UI Indicators

    • Designed smooth on-screen indicators using UMG that appear contextually when actions are available or completed.

    • Added fade-in and fade-out animations for polished player feedback.

  • Door Interactions

    • Implemented multiple door types (push, pull, locked) using Timeline and Curve assets for realistic motion.

    • Integrated sound cues and interaction prompts for each door type.

  • Disguise System

    • Enabled taking disguises from luggage props or ragdolled bodies using animation montages and state checks.

    • Synced outfit changes with character mesh swaps and UI updates.

  • Pickup and Object Handling

    • Added pickup logic using interaction traces with item highlighting and name display.

  • ​Radial Interaction Wheel

    • Created with UMG and Blueprint scripting to display all available actions in a circular layout.

    • Highlighted and executed the selected option based on player input direction.​

  • Body Drag System

    • Implemented using physics handles for smooth dragging and dropping of bodies.

    • Synced animation blending with player movement for realistic interaction.

  • Playing "Blend With Environment" Animations

    • Integrated “stay busy” actions such as searching, hiding, and interacting using animation blend spaces.

Stealth System with AI(Inspired by Hitman & Metal Gear Solid Games)

  • AI Perception and Detection

    • Utilized AI Perception System with sight and hearing senses to detect player presence and noise sources.

    • Adjusted peripheral vision, detection range, and response delay for realistic enemy awareness.

  • Distraction System

    • Implemented throwable coins and objects that generate sound events detected by nearby AI.

    • Created investigation behavior where enemies move toward the noise source and inspect the area.

  • Stealth Takedowns

    • Added melee and weapon-based takedowns using animation montages and motion warping for state control.

  • Enemy Patrol Behavior

    • Designed AI patrol routes using spline paths and behavior trees for looping or random movement.

    • Integrated idle animations, look-around behavior, and dynamic route reassignment after alerts.

  • AI Reactions to Stimuli

    • Programmed responses to sound, damage, and visual detection through Behavior Tree tasks.

    • Added alert, chase, and return-to-patrol states with smooth transitions using blackboard-driven logic.

About
Advanced Locomotion System
Weapons Modular System
Interaction System
Stealth System with AI

 © 2025 Rahul Chandra 

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