Action Roguelike (C++ Project in Unreal)

Action Roguelike is a C++ focused (limited use of Blueprints) Unreal Engine project I developed during Tom Looman's professional game development in C++ and Unreal Engine course. This course was taught at Stanford in 2020 (and now available online to anyone, which was how I took it) and is an intense, in-depth project-based course that dives deep into developing games professionally in C++, with Unreal Engine as the underlying engine.
This project works with a broad range of Unreal's underlying systems in C++ and also develops new frameworks, interfaces, and gameplay mechanics in C++ from scratch. This section of my site is dedicated to explaining the project and its core components in detail.
See it on GitHub: ActionRogueLike (github.com)
Core Project Components (C++)
This project implements and extends a variety of core gameplay systems in C++, including:
Debugging Tools (asserts, logging, breakpoints)
Async asset loading & soft references
Gameplay framework (character, pawn, actor, game mode, player state, etc.)
Saving and loading player progression
Please note that this project is a mix of code I wrote myself during assignments as well as course-provided code. While the hardest bits were left up to the assignments, not all of the code contained in the project is my own. Please see the page Assignments (C++) for an overview of the specific parts of the project I developed entirely on my own. However, I should note that during the course I paid special attention to ensuring I gained a deep understanding of every line of code provided by the class. I took this course for my own learning and with an intense curiosity to learn everything I could about developing games professionally in C++. In many cases I have re-written course-provided code to be up to my own standards.
Course OverviewCore Project Components (C++)Last updated