
Contributed to the NbcampUnreal/2nd-Team2-Final-Project by building a data-driven foundation for in-game interactions and object lifecycles, focusing on extensible systems for interactive objects. Developed a Gimmick framework using C++ and Unreal Engine Blueprints, introducing a Base Gimmick Class, ResourceGimmick, and new interactive types such as DoorGimmick, along with UI elements for interaction prompts. Leveraged data tables and subsystem architecture to enable rapid authoring and configuration of items and gimmicks without code changes. Addressed editor reliability by fixing a ResourceGimmick inheritance redirect issue, improving class loading and inheritance. Demonstrated skills in system design, configuration management, and UI development.
May 2025 monthly summary for NbcampUnreal/2nd-Team2-Final-Project. Focused on delivering a robust, data-driven foundation for in-game interactions and object lifecycles, while tightening editor reliability and supporting rapid iteration for designers and engineers. Key features delivered: - Gimmick system foundation and interactive objects: Introduced a Base Gimmick Class, ResourceGimmick, InteractionWidget, and new gimmick types (e.g., DoorGimmick), with interaction prompts and groundwork for scalable interactivity. - Data-driven item and gimmick system: Established Data Tables, ItemGimmickSubsystem, and destruction-related features; improved data loading/config, destructible components, indicators, and UI/test tooling; introduced resource gimmicks and a highlight material to improve editor/UX feedback. Major bugs fixed: - ResourceGimmick inheritance redirect issue: Resolved an editor bug where actors inheriting from ResourceGimmick preserved an incorrect inheritance due to a leftover redirect; removed redirect to restore correct inheritance. Overall impact and accomplishments: - Enabled rapid authoring of new interactive objects via data-driven pipelines, reducing iteration time and enabling designers to configure interactions without code changes. Improved robustness of destruction mechanics and visual feedback, setting the stage for future content and gameplay systems. Technologies/skills demonstrated: - Unreal Engine data tables, subsystem architecture, and data-driven design; C++/Blueprint integration; editor bug-fix discipline; UI tooling for interaction prompts and test tooling.
May 2025 monthly summary for NbcampUnreal/2nd-Team2-Final-Project. Focused on delivering a robust, data-driven foundation for in-game interactions and object lifecycles, while tightening editor reliability and supporting rapid iteration for designers and engineers. Key features delivered: - Gimmick system foundation and interactive objects: Introduced a Base Gimmick Class, ResourceGimmick, InteractionWidget, and new gimmick types (e.g., DoorGimmick), with interaction prompts and groundwork for scalable interactivity. - Data-driven item and gimmick system: Established Data Tables, ItemGimmickSubsystem, and destruction-related features; improved data loading/config, destructible components, indicators, and UI/test tooling; introduced resource gimmicks and a highlight material to improve editor/UX feedback. Major bugs fixed: - ResourceGimmick inheritance redirect issue: Resolved an editor bug where actors inheriting from ResourceGimmick preserved an incorrect inheritance due to a leftover redirect; removed redirect to restore correct inheritance. Overall impact and accomplishments: - Enabled rapid authoring of new interactive objects via data-driven pipelines, reducing iteration time and enabling designers to configure interactions without code changes. Improved robustness of destruction mechanics and visual feedback, setting the stage for future content and gameplay systems. Technologies/skills demonstrated: - Unreal Engine data tables, subsystem architecture, and data-driven design; C++/Blueprint integration; editor bug-fix discipline; UI tooling for interaction prompts and test tooling.

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