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Unreal Battle Royale Prototype
A UE4 battle-royale prototype built with Blueprints — inventory, weapon handling, and core match systems.
- Role
- Solo developer: gameplay systems, Blueprint scripting, and integration.
- Stack
- Unreal Engine 4BlueprintsC++
- Links
- Source
Context
Problem
A deep dive into Unreal Engine systems: how a battle-royale match actually holds together — inventory, pickups, weapons, and player state — built primarily in Blueprints.
Approach
Solution
Implemented in Unreal Engine 4 with Blueprint visual scripting and some C++, the prototype assembles inventory management, weapon handling, and the moment-to-moment systems a battle-royale loop needs.
Features
- Inventory and pickup system
- Weapon handling and switching
- Blueprint-driven gameplay systems
- Battle-royale match scaffolding
Architecture notes
- Gameplay logic lives in Blueprints for fast iteration, with C++ where it matters.
- Systems are componentized so inventory and weapons stay decoupled.
Challenges
- Keeping Blueprint graphs readable as systems grow.
Outcome
A UE4 prototype exploring inventory, weapon handling, and Blueprint-driven battle-royale systems.
What I learned
Lessons learned
- 01Blueprints are great for iteration but need discipline to stay readable.
- 02Even a prototype benefits from componentized, decoupled systems.
Next steps
Next steps
- 01Document the Blueprint architecture
- 02Capture gameplay footage
- 03Port key systems to C++