This project served as my first foray into writing C++ inside Unreal Engine 5. Developed as part of my university curriculum, the goal was to transition from standard programming concepts into Unreal’s specialized systems building a functional framework from the ground up. This project functions as a stealth prototype, with the player having to crouch their way around the map, crawling through vents and avoiding enemies. This project was a massive learning curve and my introduction to how different writing C++ code is when working inside a major engine framework under the hood. While it was challenging to adapt to Unreal's ecosystem, it completely reframed how I think about performance, decoupled mechanics, and writing scalable game logic.
If I were to develop this project today, I would take the time to depend less on Blueprints. Specifically, I would migrate the core AI behaviour tree logic out of Blueprints and implement it natively in C++ to achieve better execution speed and a cleaner, unified codebase. I would also make the AI's behaviour more expansive - having set patrol paths and not having the enemy be so sensitive to sounds and sights.
