Isometric Gameplay Systems
An isometric gameplay prototype featuring mouse-based aiming, weapon handling, trace-based targeting, and a custom camera occlusion system that keeps the player visible behind level geometry.
How it works
The prototype separates movement and aiming, allowing the player to move freely while the character and weapon continuously orient toward a mouse-driven world-space target.
To maintain player visibility, a Capsule Trace runs between the camera and the character and detects meshes obstructing the view. When an obstruction is detected, the affected mesh temporarily switches to a custom occlusion material. Once the obstruction is cleared, the mesh returns to its original visual state.
My contribution
I designed and implemented the gameplay systems shown in the prototype, including mouse-based aiming, independent movement and aiming, weapon orientation, trace-based targeting, and the camera occlusion system.
For the occlusion system, I created the custom occlusion material, implemented the camera-to-player Capsule Trace, handled obstruction detection, and built the runtime material-swapping logic for affected meshes.
Challenge
In an isometric camera setup, walls and other level geometry can easily obstruct the player as they move through enclosed spaces. The control system also needed to allow movement, aiming, and weapon orientation to operate independently without making the character feel restrictive or unresponsive.
Solution
I separated locomotion from aiming so the player's movement remains independent from the mouse-controlled target direction.
To solve the visibility problem, I created a custom camera occlusion system using a Capsule Trace between the camera and the player. When the trace detects an obstructing mesh, its material is temporarily replaced with a dedicated occlusion material, keeping the character visible without requiring camera movement or manually configured wall behavior.
Code flow
Aiming & Camera Trace Blueprint
Unreal Engine Blueprint handling mouse-based aiming, smooth character rotation, forward line tracing, and triggering the mesh fade system.
Weapon Interaction & Combat Blueprint
Unreal Engine Blueprint for weapon pickup, interaction, firing, attachment to the character, ownership handling, and weapon swapping.
Camera Occlusion / Mesh Fade Blueprint
Unreal Engine Blueprint for the camera occlusion system, using a multi-sphere trace to detect blocking meshes, store their original materials, apply an occlusion material, and restore materials when no longer obstructing the player.
Equipment & Weapon Swap Blueprint
Unreal Engine Blueprint managing equipped items, active weapon selection, weapon swapping, and attaching weapons between hand and holster sockets.