Daniel Acevedo

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UE5 Multiplayer FPS

Gameplay Programmer
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Domination Game Mode

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


Aim Offsets

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


Respawn Timer

Timed respawn with anti-camping by creating dynamic spawn point selection that filters locations based on enemy proximity.


Ready Check

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


Chat

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