Project Y

 This is my solo action-adventure project, built from ground up in UE5.

This is what I've done so far in it:
Action System : A system that atomises all character actions into Montages and makes heavy use of Notfies for sub-features such as attack-window, target snapping etc.
Modular Animation Blueprints : The base locomotion is modularised using layers to hot swap based on equipped weapon and character type.
Motion Matching Integration : Main character's base locomotion incorporates motion matching, while weapon layers are using the same base with per bone blending. 
Attribute System : A custom attribute system to support attribute modifiers in non-destructive way.
Combat System : Includes various components used in combat such as extendable damager types, contextual actions, custom damage calculators, projectiles etc
GOAP AI System : The enemy Ai runs on a custom-made Goal Oriented Action Planner.
PCG Integration : All the vegetation is generated using Unreal's Procedural Content Generation Framework. Also, they're generated on a mesh instead of Unreal terrain for full control over terrain design.
Custom Shaders : Characters are using custom shaders for giving them the specific stylized look and for effects such as dissolve.
Unreal's Modular Rig For Animation : I made all the combat animations within Unreal using new Modular Rig with Level Sequencer.
In house Models : All the character models and made by me using Blender and Substance Painter.

Walkthrough Video: