How malicehightopp1/project-riptide works
Project Riptide is an Unreal Engine action-RPG prototype. Its visible workflow runs from menu class selection into a playable character, where player input triggers combat abilities and character progression is reflected in HUD and stats widgets. Enemy characters and Blueprint Gameplay Ability System assets provide additional combat content. The C++ excerpts establish several runtime calls; Blueprint asset internals and the README are unavailable, so links involving those assets are not asserted.
Main entry points: PlayerCharacter.cpp Player Character · BaseCharacter.cpp Base Character · CombatGameplayAbility.cpp Combat Ability · StatsMenuWidget.cpp Stats Menu
Components 17
Menu and Selection
- Menu Game Mode
Source/Project_Riptide/Private/GameplayAbilitySystems/GameControllers/MenuGameMode.cpp - Main Menu
Source/Project_Riptide/Private/GameplayAbilitySystems/Widgets/MainMenuWidget.cpp - Class Card
Source/Project_Riptide/Private/GameplayAbilitySystems/Widgets/ClassInformationWidget.cpp - Class Selection State
Source/Project_Riptide/Private/GameplayAbilitySystems/GameControllers/CombatGameInstance.h
Characters and Input
- Player Character
Source/Project_Riptide/Private/GameplayAbilitySystems/Characters/Player/PlayerCharacter.cpp - Base Character
Source/Project_Riptide/Private/GameplayAbilitySystems/Characters/BaseCharacter.cpp - Enemy Character
Source/Project_Riptide/Private/GameplayAbilitySystems/Characters/Enemies/EnemyCharacter.cpp - Character Movement
Source/Project_Riptide/Private/GameplayAbilitySystems/Characters/CharacterMovement/BaseMovementComponent.h
Combat and Progression
- Combat Ability System
Source/Project_Riptide/Private/GameplayAbilitySystems/AbilitySystemComponent/CombatAbilitysystemComponent.cpp - Combat Attributes
Source/Project_Riptide/Private/GameplayAbilitySystems/AttributeSets/CombatAttributeSet.cpp - Combat Ability
Source/Project_Riptide/Private/GameplayAbilitySystems/GameplayAbilities/CombatGameplayAbility.cpp - Combat Tags
Source/Project_Riptide/Private/GameplayAbilitySystems/Tags/CombatGameplayTags.cpp - Ability and Effect Assets
Content/_MyFiles/GAS
Player Interface
- Player HUD
Source/Project_Riptide/Private/GameplayAbilitySystems/Widgets/PlayerHUDWidget.cpp - Stats Menu
Source/Project_Riptide/Private/GameplayAbilitySystems/Widgets/StatsMenuWidget.cpp - Stat Row
Source/Project_Riptide/Private/GameplayAbilitySystems/Widgets/StatRowWidget.h
Other components
- Player
Connections 12
- Menu Game Mode → Main Menu: creates
Source/Project_Riptide/Private/GameplayAbilitySystems/GameControllers/MenuGameMode.cpp - Class Card → Main Menu: selects class
Source/Project_Riptide/Private/GameplayAbilitySystems/Widgets/ClassInformationWidget.cpp - Player Character → Class Selection State: reads selection
Source/Project_Riptide/Private/GameplayAbilitySystems/Characters/Player/PlayerCharacter.cpp - Player Character → Combat Ability System: forwards ability input
Source/Project_Riptide/Private/GameplayAbilitySystems/Characters/Player/PlayerCharacter.cpp - Base Character → Combat Ability System: creates and initializes
Source/Project_Riptide/Private/GameplayAbilitySystems/Characters/BaseCharacter.cpp - Base Character → Combat Attributes: creates
Source/Project_Riptide/Private/GameplayAbilitySystems/Characters/BaseCharacter.cpp - Base Character → Combat Ability: grants startup abilities
Source/Project_Riptide/Private/GameplayAbilitySystems/Characters/BaseCharacter.cpp - Combat Ability → Combat Attributes: reads damage multiplier
Source/Project_Riptide/Private/GameplayAbilitySystems/GameplayAbilities/CombatGameplayAbility.cpp - Player Character → Player HUD: creates HUD
Source/Project_Riptide/Private/GameplayAbilitySystems/Characters/Player/PlayerCharacter.cpp - Player Character → Stats Menu: creates and refreshes
Source/Project_Riptide/Private/GameplayAbilitySystems/Characters/Player/PlayerCharacter.cpp - Stats Menu → Stat Row: uses rows
Source/Project_Riptide/Private/GameplayAbilitySystems/Widgets/StatsMenuWidget.cpp - Player Character → Player: receives input