Gameplay systems, built for Unreal Engine.
I'm Denizhan, a C++ gameplay programmer. I build games and modular, production-ready plugins for Unreal Engine, and document every one of them here.
Unreal Engine plugins
- Staged Interaction System: Uses stages as a way to create complex player interactions with ease.
- Easy Trace-Trail System: A modular, optimized solution for easily controlling and extending hit results from continuous hit trails.
- Ability Queue Task System: Extension of Epic's Gameplay Ability System. Enables queueable abilities with priority-based activation.
- Nested Inventory Architecture: Create customizable, nested, section-based, object-oriented inventory systems for intuitive gameplay.
- Modular Action System: A modular, data-driven action system for games. Network-ready and easy to customize.
- Easy Skeletal Mesh Merge Async: A simple and optimized workflow to create modular characters via skeletal mesh merging.
- Easy Ability Set System: Ability set management that handles both granting and input binding for the Gameplay Ability System.
- Dynamic Input System: A flexible runtime input system that allows dynamic binding and modification of input mappings during gameplay.
Blog
- Welcome to Elmarath Studio: Even though it's called a Studio, Elmarath is a solo game development project. The only game it is currently developing is Hermod's Ride.