Edena
An in-development UE5 first-person action game — summoning, combat, interaction and inventory, with architecture as the selling point.
Edena is a first-person action game in development: summon spirits to fight alongside you, and build your own playstyle across combat, interaction and inventory systems. As a long-running solo project, it doubles as a full experiment in bringing AAA engineering practice into a personal project — a main module plus a debug module, five in-house plugins (Fantom / HoloWeave / VastCombat / FlyOnline / Loom), and every system built to be testable, replaceable and extensible.
Systems design
UE 5.6 · components + interfaces + GAS + StateTree + MVVM.
GAS abilities
Attacks, dashes, interaction and items are all GameplayAbilities with AttributeSet-managed stats; tag-driven activation and blocking, with network sync and prediction built into the framework.
Two-layer defense
Damage passes through the shield layer before health, abstracted as layers + policies + evaluators — adding a new defense type means adding one Policy class, touching no existing code.
StateTree AI
StateTree instead of classic behavior trees for clearer state semantics; AI carries a decaying memory system and an emotion component — impression strength and natural forgetting instead of a bare aggro number.
Layered actor hierarchy
Pawn → GAS Pawn → combat character → player/enemy/spirit, assembled layer by layer; interfaces handle cross-cutting concerns, every layer instantiates independently for tests, and Blueprints can override at any granularity.