Shared Components in Unreal Engine 5

As I enter my Senior year as a Game Design Programmer at the University of Central Florida, I started to reevaluate my previous school projects. One thing that I realize towards the end of my 2025 Spring semester is to try and create more modular scripts. I began working on scripts that was not tied to a player or enemy controller. But a script that was just that. A component that held character data. With a few students at UCF, we began to work on a 2 month project utilizing Unreal Engine 5. At the very start of this project, I wanted to begin to design modularly at the start so that a lot of leeway for new mechanics can be implemented by the time saved from this modular component.

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So my first time creating this in Unreal Engine 5. Actor/Blueprint Components. As always something I normally do is to create this in a blueprint, then reiterate that in C++. What were the components for my player and enemies that will be shared across the board?

Health, Mana, and A LOT of booleans and macros.

All of these things accumulate together to provide a more cohesive system that can be utilized efficiently.

Most importantly, this system will easily translate the child classes for the different enemy types I will have in this project.

Once I reiterate this process into C++ I will include more screenshots on my system and show the transition from BPC to CPP.

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