I worked on the networking team for this student project at Humber College. I implemented health and match-timer replication, worked on networked ball actors, fire effects, and player name tags, and fixed HUD lifecycle and host/client exit issues. My work connected C++ gameplay state with Blueprint events and widgets.
Connect the server’s gameplay state to each player’s screen.
Server
Update health
Apply the new health value.
Replication
Send the value
Notify the client when health changes.
Local player
Refresh the HUD
Update the player’s health bar.
Replicate data, then update the interface
I made health changes run on the server and used replication, Unreal’s system for sending state to clients, to keep the health value in sync. A change notification updates the locally controlled player’s health bar.
Reworked HUD creation and removal around character death and respawn, refining the Blueprint events and C++ callbacks.
Added a failed-cast path to the health widget and removed unused Blueprint nodes and delegates.
Replicated the remaining match time through GameState so clients receive the shared timer value.
02 / Networked actors & presentation
Projectiles & Effects
Carry combat objects and their visual feedback across the network.
Make shared combat visible to clients
I worked on replication for the ball actors and fire particles. This included configuring actor and collision-component replication in C++ and updating the related Blueprints.
I also refined player name tags in the character and widget Blueprints, removed unnecessary nodes, and exposed an actor-name function to Blueprint.
03 / Death & session transitions
Multiplayer Cleanup
Follow multiplayer behavior through death and leaving a match.
I worked on cleanup paths where local actions also needed to affect connected players.
Status-effect removal: routed character status cleanup through a server call and a multicast event, which runs the cleanup on connected instances. The change destroys active status actors and clears their list when the character is removed.
Host and client exits: fixed exit behavior across the game-mode, player-controller, and pause-menu Blueprints, alongside revisions to session cleanup code.