As this is my first time developing anything in UE4 using both C++ and Blueprints, I decided to keep the scope of the game moderately limited. However, the concept of the game is a straightforward combat system where the player has to clear out areas of the level of enemies. Similar to the combat of the classic Star Wars: Republic Commando minus the squad. I also have some ideas to maybe have the ability for the player to have secondary objectives that they could complete alongside their main objective.
As the game is still in very early development I only have a few of the systems working and at the moment working by themselves. However, in the last few days, some systems I've been working on have come along pretty well despite still having some more way to go. The two systems, that are still in early stages, that I'm going to talk about are the Interaction and Cover systems.
There are objects in the level that the player can interact with, such as doors. These objects have many of the same components. To handle this all interactive Blueprint objects derive from a C++ class that has all of those common components. When the player gets close enough to the object they can interact with the object using the interaction key.
There are more systems that I've been working on and have yet to create, which I plan to write more blog posts about in the coming weeks.