Unreal Musket Reloading & Officer AI

Job ID: 40240284

Budget: ₹37,500 – ₹75,000 INR

I’m expanding an Unreal Engine project and need three tightly-integrated gameplay systems brought to life in C++ (Blueprint exposure where it makes sense).

First, the Enfield musket must reload exactly as the real soldiers did: measure powder, seat the Minie ball, ram, cap the nipple—the whole sequence breakable at any point and resumable without “cheating” frames. Audio cues, socket-based hand alignment and a small UI widget that shows the current step will help players understand what’s happening without skipping the detail.

Second, sword play is arcade-leaning. Think light, heavy and finisher attacks chained into simple three-hit combos, with timing windows that reward rhythm rather than historical fencing precision. I already have placeholder animations; your code should drive montage selection, combo buffering, hit detection and basic stun/knock-back reactions.

Finally, British officer AI must behave believably: patrol until enemies are spotted, issue “Charge!” barks, choose between pistol fire and saber attacks, and fall back to cover when health dips. Behaviour Trees and EQS are fine as long as the logic is clean and parameterised so designers can tweak values.

Deliverables
• C++ modules (with Blueprint hooks) for musket reload, sword combo system and officer AI
• Demo level showcasing each mechanic in action and a short read-me explaining key variables
• All work compiled and tested in the latest stable Unreal Engine version I’m using (currently 5.3)

Acceptance criteria
• Musket reload steps can be interrupted/resumed and always take at least the historical average time
• Combos register only inside the timing window and reset correctly on whiff or block
• Officer AI passes a two-minute sandbox test: spot, engage, order charge, retreat when low health

If you’ve shipped similar mechanics or have portfolio clips demonstrating precise weapon workflows or engaging melee systems, drop me a link. I’ll share the current project build and animation set once we agree to proceed.