
A scalable, multiplayer-ready combat architecture built by re-engineering Unreal Engine’s Gameplay Ability System for high-performance, data-driven gameplay.
This project focuses on redesigning Unreal Engine’s native Gameplay Ability System (GAS) to support AAA-quality combat design, modular gameplay logic, and deterministic multiplayer execution.
Using C++, Gameplay Tags, and Gameplay Cues, the system enables extensible ability composition, precise state management, and optimized client-server synchronization, making it suitable for large-scale action combat experiences similar to modern AAA titles.
AAA-Scale Ability Architecture
Re-architected GAS into a data-driven, modular combat framework that supports complex ability chains, layered gameplay states, and reusable ability logic across multiple characters and systems.
Deterministic Multiplayer Execution
Designed server-authoritative replication and prediction-safe execution, ensuring consistent gameplay behavior across clients while minimizing latency-induced desynchronization.
Optimized Networking & RPC Handling
Engineered efficient RPC workflows, state propagation, and gameplay event synchronization to maintain performance under multiplayer load while preserving responsive combat feel.
Extensible Gameplay State Management
Implemented scalable Gameplay Tag hierarchies and Gameplay Cue pipelines to manage combat states, visual feedback, and gameplay reactions in a clean, maintainable structure.







