Deathmatch Party
PERSONAL PROJECT
Overview
This is an unreal engine 5 online multiplayer FPS game.
It uses Steam services to connect players around the world as long as they have a steam account.
Repository
Look at Project on Github
-> Combat Component <-
UCombatComponent is a replicated UActorComponent responsible for handling all combat-related logic for a character, including:
-
Weapon equipping and swapping
-
Firing logic (Projectile, Hitscan, Shotgun)
-
Reloading
-
Aiming and FOV interpolation
-
Crosshair spread computation
-
Ammo management
-
Multiplayer synchronization (Server / Multicast RPCs)
-
HUD updates
It centralizes combat logic outside the character class, keeping the character focused on movement and animation.
-> Lag Compensation Component <-
Purpose:
Enable server-side rewind to fairly validate hits under client latency by recording historical hitbox transforms and rewinding hit collision checks to a player’s past pose.
It’s owned by APartyCharacter; created in the character constructor and wired in PostInitializeComponents.
-> Gameplay Ability/Effect System Usage <-
The project uses the Gameplay Ability System to execute some of the gameplay events such as:
- Damage
- Buffs
- Shields
Details



