Gameplay graphs are expensive or hard to maintain.
Prototype graphs became the shipping code, and changing them now breaks things you did not touch.
Most gameplay code we inherit was written to prove an idea quickly. We turn it into UE5 systems that hold up in production and that designers can tune without waiting for a programmer.
GA_Dash (Gameplay Ability)
Ability tags Ability.Movement.Dash
Activation blocked State.Stunned, State.Rooted
Cost GE_Cost_Stamina (-25 Stamina)
Cooldown GE_Cooldown_Dash (Cooldown.Dash, 3 s)
Net execution Local Predicted
Montage AM_Dash_Forward
Tuning CT_DashDistance (curve table, per level)
Prototype graphs became the shipping code, and changing them now breaks things you did not touch.
Every balance change needs a code change and a new build.
Each new ability adds special cases, and bugs appear in the ones that already worked.
Abilities, effects, attributes and gameplay tags set up so most new abilities can be built from data.
Movement modes, custom movement, root motion and the networking that goes with them.
Hit detection, damage, targeting, interaction prompts and inventory.
Save games, unlocks and progression with versioning, so old saves keep loading after updates.
Moving hot paths from Blueprints to C++ while keeping the parts designers need in the editor.
Engine source changes, custom modules and plugins when the stock engine does not cover the case.
The first week is mostly reading. We play the current build, read the gameplay framework code and profile the systems your designers complain about. Then we write a short list of what to keep, what to refactor and what to replace, with an estimate for each.
New systems start as a short technical design that your leads approve. Code lands through your review process in small pieces, behind feature flags where the risk is high, so the game stays playable the whole time.
Before we hand a system over, a designer on your team builds something with it without our help. If they get stuck, the documentation or the data setup is not finished yet.
See the whole team.
Writes and reviews the gameplay and engine code.
Handles the networking side of movement and abilities.
Works with your designers on the data and tuning workflow.
No. GAS suits ability-heavy games. For simpler games a lighter custom system is often easier to maintain, and we will tell you which we would pick and why.
Yes. We can keep it in Blueprints, or move the expensive parts to C++ with as little disruption as possible.
Unreal Engine 5. A UE4 project can be upgraded first, scoped as its own milestone.
Send us the engine version, where the project is and the work you need done. We reply within two business days with who we would put on it, or tell you it is not a fit.