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Implemented a networked domination game mode in Unreal Engine 5 using C++/Blueprint, featuring server-authoritative capture points with per-team progress tracking, contested state handling, real-time UI updates via client RPCs, dynamic visual feedback through replicated material systems, and EGS OnlineSubsystem integration for matchmaking and lobby creation
Replicated third-person aim animations by implementing control rotation replication from server to clients, calculating interpolated pitch offsets to account for network latency, and integrating dynamic aim offset blending in Unreal's Animation Blueprint system
Timed respawn with anti-camping by creating dynamic spawn point selection that filters locations based on enemy proximity.
Lobby ready-check system with replicated player count tracking, client RPCs for UI state management, delegate-based checkbox event handling, and server-authoritative match start conditions requiring all players to ready up
Team and All text chat using reliable client-server RPCs for message routing, scrollable message display, text input handling, and seamless switching between chat and gameplay controls