I will gameplay systems combat ai inventory and gas


About this gig
Combat, AI, and inventory are the systems that make a game feel like a game instead of a tech demo and they're also the systems most tutorials only cover halfway.
I build these full-time, including migrating projects to Unreal's Gameplay Ability System (GAS) when a project has outgrown a simple health/damage Blueprint setup and needs something that scales.
What I build:
- Melee and ranged combat systems (hit detection, combo chains, damage, hit reactions)
- Gameplay Ability System setup: abilities, effects, attributes, gameplay tags
- Enemy AI with Behavior Trees and EQS patrol, chase, cover-seeking, group behaviors
- Inventory, crafting, and equipment systems with save/load support
- Weapon systems (melee, ranged, throwables) with modular attachment support
I scope every job against your actual project rather than quoting blind send your current setup and the feature you need, and I'll tell you which package fits and why.
Get to know Shani
Unreal Engine Developer
- FromPakistan
- Member sinceJul 2026
Languages
Urdu, English, Arabic
Other Game Development Services I Offer
FAQ
Do you use GAS by default?
Only when it fits; for a small single-player game a simpler Blueprint setup is often faster and easier for you to maintain. I'll recommend based on project scope.
Can you work with my existing animations?
Yes, send what you have; if you don't have combat animations yet I'll flag that as a dependency early.
Do you build boss fight patterns?
Yes, as part of AI packages — phase transitions, telegraphed attacks, and pattern-based behavior trees
