Build a professional FPS gameplay foundation in Unreal Engine 5 using C++. In Ghost Alpha Part 3,
we move past project setup and start building the core systems the entire framework depends on —
the player base class, weapon base class, and a fully data-driven attachment system.
Most FPS projects start clean and become unmaintainable. A weapon class here, a player class
there — and six months later, changing one system breaks three others. This episode shows you
how to architect your FPS foundation so it scales without rewrites.
In this episode:
→ Building GA_PlayerBase — an abstract, component-based player framework with dedicated
Health, Stamina, Armor, Inventory, Combat, Movement, Team, and Ranking components
→ Building GA_WeaponBase — an abstract weapon class that separates configuration (weapon data)
from runtime behavior (weapon instance)
→ A fully data-driven attachment system with abstract base classes and derived types
(Optics, Magazine, Muzzle, Underbarrel, Stock, Laser, Flashlight, Ammo)
→ Finite State Machines (FSMs) for Weapon, ADS, Movement, Stance, and Gameplay life cycle
→ Socket mapping owned by weapon data — not by the attachment — for reusable, cross-weapon assets
→ Player State for persistent data across death and respawning
This is Ghost Alpha — a complete, professional FPS framework built from scratch in
Unreal Engine 5 C++. Part 4 will focus on building the generic FSM component and wiring
state logic into the player and weapon frameworks.
#UnrealEngine5 #CPlusPlus #GameDev
Link to Part 2 Base Project:
https://drive.google.com/file/d/1De1k...
00:00 Introduction
00:58 Bad Architecture
01:32 Recap
01:59 Getting the Part Base Project
03:04 Shared Language
03:39 State Machine (FSM)
04:18 Weapon FSM
04:42 Player FSM
05:32 Attachment Enums
06:33 Attachment Struct
07:57 Data Driven Architecture
08:24 Attachment Class
10:23 My Own Project Loadout
11:15 Attachment Data Classes
16:55 Building the Player Framework
17:23 Component Classes
18:16 Player Base Class Walkthrough
23:09 Weapon Base Class Walkthrough
27:25 Player State Walkthrough
27:59 Difficulty Data Class Walkthrough
28:03 Closing