How glebdot/b2_archive works
BlundersGame is an archived Unreal Engine 4 third-person-shooter prototype. Its source tree centers on player movement and weapons, enemy behavior and combat, and arena encounter control, with pickups, interactables, and HUD support. The sampled movement manager initializes movement states and momentum, while enemy damage processing applies armor and status effects. The enemy controller starts its behavior tree and maintains player blackboard state; arena path controllers subscribe to arena lifecycle delegates. Beyond these sampled links, subsystem connections are inferred only from names and directory structure, so uncertain wiring is omitted.
Main entry points: MovementManager.cpp Movement Manager · DamageHandlerComponent.cpp Enemy Damage · EnemyParentAIController.cpp Enemy AI Controller · EnemyBaseCharacter.cpp Enemy Characters
Components 20
Player Gameplay
- Player Character
Source/BlundersGame/Private/PlayerBase/PlayerCharacter.cpp - Movement Manager
Source/BlundersGame/Private/PlayerBase/MovementManager.cpp - Movement States
Source/BlundersGame/Private/PlayerMovementStates/PlayerMovementState.cpp - Momentum
Source/BlundersGame/Private/PlayerBase/PlayerMovement/MomentumAccumulatorComponent.cpp
Combat
- Player Weapons
Source/BlundersGame/Private/PlayerWeapons/Base/WeaponryComponent.cpp - Enemy Damage
Source/BlundersGame/Private/DamageComponents/DamageHandlerComponent.cpp - Player Armor
Source/BlundersGame/Private/DamageComponents/ArmourDamageHandlerComponent.cpp - Status Effects
Source/BlundersGame/Private/DamageComponents/StatusEffects/StatusEffectBase.cpp
Enemy Gameplay
- Enemy Characters
Source/BlundersGame/Private/Enemies/EnemyBaseCharacter.cpp - Enemy AI Controller
Source/BlundersGame/Private/EnemyAI/EnemyParentAIController.cpp - Behavior Tasks
Source/BlundersGame/Private/EnemyAI/Tasks/EnemyMoveToBTTaskNode.cpp - AI Services
Source/BlundersGame/Private/EnemyAI/Services/AvoidanceVelCalcBTService.cpp - Enemy Projectiles
Source/BlundersGame/Private/Enemies/EnemyProjectiles/EnemyProjectile.cpp
Arena Flow
- Arena Master
Source/BlundersGame/Private/ArenaMaster/ArenaMaster.cpp - Enemy Spawning
Source/BlundersGame/Private/ArenaMaster/SpawnComponents/Spawner.cpp - Arena Path Control
Source/BlundersGame/Private/ArenaMaster/PathControllers/ArenaPathController.cpp
Game Support
- Game Mode
Source/BlundersGame/Private/GameManagment/BlundersGameModeBase.cpp - Resource Pickups
Source/BlundersGame/Private/PlayerBase/ResourcePickUps/PlayerResourcePickUpParent.cpp - Player HUD
Source/BlundersGame/Private/PlayerBase/UI/PlayerHUD.cpp
Other components
- Player
Connections 13
- Player → Player Character: controls
- Movement Manager → Momentum: initializes
- Movement Manager → Movement States: initializes
- Movement Manager → Player Character: updates speed
- Movement Manager → Enemy Characters: checks jump overlap
- Enemy AI Controller → Enemy Characters: possesses
- Enemy AI Controller → Behavior Tasks: starts behavior tree
- AI Services → Enemy AI Controller: writes blackboard
- Enemy Damage → Enemy Characters: reduces health
- Enemy Damage → Status Effects: creates and updates
- Enemy Damage → Player Armor: delegates armor damage
- Arena Path Control → Arena Master: subscribes to lifecycle
- Arena Master → Enemy Spawning