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Unreal Battle Royale Prototype
A single-player Unreal Engine 4 systems prototype covering stance, looting, equipment, inventory, weapons, and scopes.

What it is
Problem
The goal was to learn how a PUBG-like character and equipment loop is assembled in Unreal: locomotion states, world pickups, drag-and-drop inventory, weapon slots, ammunition, and scoped aiming.
Solution
Built in Unreal Engine 4.26.2 with Blueprint visual scripting, the prototype connects stand/crouch/prone movement, item data, loot interaction, equipment slots, weapon handling, and a scoped combat view. It is explicitly a single-player learning project, not a multiplayer battle royale.
What it looks like
Blueprint logicThe public repository documents the visual scripting behind item, inventory, and character behavior. Gameplay sceneA playable editor scene used to integrate locomotion, pickups, equipment, and weapon handling.
Built with
Engine
- Unreal Engine 4.26.2
- UMG
Gameplay
- Blueprints
- Data-driven items
Content
- Marketplace assets
Highlights
- Stand, crouch, and prone locomotion states
- World loot, equipment, and drag-and-drop inventory
- Weapon slots, ammunition, attachments, and scoped aiming
- Blueprint-driven item and character systems
Engineering
- Process 01
Prototype systems in Blueprints first
- Context
- The learning goal was rapid iteration across inventory, equipment, stance, animation, and weapons rather than shipping a production multiplayer game.
- Approach
- Build the gameplay loop primarily with Blueprint components and document the graphs alongside in-engine results.
- Outcome
- Iteration stayed visual and fast, but graph ownership and readability became the scaling limit.
- Process 02
Stop at a single-player systems study
- Context
- Replication and authoritative multiplayer would multiply the scope before the core inventory and weapon interactions were understood.
- Approach
- Exclude networking, match flow, and safe-zone systems and describe the prototype accurately.
- Outcome
- The repository is useful as a focused reference, not a claim of a complete battle-royale implementation.
Under the hood
Architecture notes
- Item definitions and inventory behavior are separated so world pickups can move into equipment and weapon slots without one monolithic graph.
- Pose-state logic coordinates locomotion and animation changes across standing, crouched, and prone modes.
- The repository documents both Blueprint graphs and in-engine results, making the learning process inspectable.
Challenges
- Keeping Blueprint ownership readable as inventory, equipment, animation, and weapon state begin to overlap.
- Third-party assets limit redistribution; this repository is a learning reference rather than a packaged commercial release.
- Multiplayer, replication, match flow, and a shrinking safe zone were not implemented.
Outcome
An archived but substantial single-player UE4 systems study. Its repository has attracted 11 stars and 11 forks while remaining clear about the absence of multiplayer and its asset-license limits.
Roadmap & lessons
Lessons learned
- 01Blueprints are great for iteration but need discipline to stay readable.
- 02Even a prototype benefits from componentized, decoupled systems.
Next steps
- 01Preserve the architecture notes
- 02Package a license-safe sample
- 03Treat replication as a separate future study