This week I mainly worked on creating the prototype of the game, the basic code, and basic models to implement the game features. The game isn’t actually playable yet, but it can be used to show some of my ideas.







First is the creation of the game’s UI, and then adding different types of bullets in the FPS CODE. I completed this module in Aseprite, which was relatively simple. In the game, you can press Q to switch bullet types, which is like an extra little feature in the game.







The second item is an ammo vending machine in the game. The model is pretty simple, but I think I did a good job with the textures. You can clearly tell it’s an ammo vending machine, and the model has a nice metallic shine and looks good in the scene. Players can press E to pay 300 bucks to refill all their ammo.
The player Blueprint identifies the nearest valid seller within interaction range and passes the player reference to its Interact function. The ammo seller checks the current weapon and money balance, then calls RefillReserves. A successful $300 purchase replenishes normal and unlocked special ammunition. Money is deducted only when a refill is needed, and the ammunition HUD and purchase feedback are updated.




The printer validates the player, interaction distance and available output space before creating a chair at its PrintPoint. Deferred spawning allows the chair type to be initialized before spawning finishes. A random test gives each chair a 10% special-chair chance. An additional counter guarantees a special chair after 19 consecutive normal results, and resets when a special chair is produced.






BP_FoodSeller inherits from BP_AmmoSeller, reusing its interaction checks while overriding the purchase behaviour. Its interaction event checks whether the player has $150, calculates a spawn transform relative to the machine and attempts to spawn BP_Meat. Payment and successful feedback occur only after a valid spawn; insufficient funds or a failed spawn produces failure feedback.



A camera line trace identifies the targeted station component. Component tags select either weapon upgrades or ammunition research. Successful upgrades increase the weapon level, add a fixed damage increment and double the next upgrade cost, with a maximum of five upgrades. Ammunition research costs $3,000 per type and sequentially unlocks Big, Kill and Speed ammunition, granting 150 rounds and refreshing the HUD.


This is for the main player’s overview of abilities and blueprint editing
During the summer vacation, I completed most of the basic content using tutorials on Bilibili. You can check the detailed content at this link.【FPS游戏开发教程 | UE5制作第一人称射击游戏 | 虚幻引擎5.7 零基础入门】 https://www.bilibili.com/video/BV1aw9jBeEHr/?share_source=copy_web&vd_source=68035318d203c616aebf66eed57cc154


【Blender 几何节点 – 程序化生成“后室”场景与材质节点应用】 https://www.bilibili.com/video/BV1wbtJ6AETG/?share_source=copy_web&vd_source=68035318d203c616aebf66eed57cc154
The Backrooms scene was made by following this tutorial. On this basis, I applied Blender’s geometry nodes and exported the scene as an FBX file to present it in the UE engine.
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