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UE5 C++ Survival Game | Refactoring Animal Character Logic (EP 145)
In Episode 145 of the UE5 C++ Survival Game series, we continue refactoring the character class hierarchy — this time focusing on **separating animal-specific logic** into its own class.
Clean architecture is key when building a complex game, and today we improve modularity by moving all animal-related behavior, stats, and interactions out of the shared base character class and into a dedicated animal character class.
🎯 What You'll See in EP 145:
- Creating a new `ATFAnimalCharacterBase` base class
- Moving animal AI logic, movement behavior, and senses
- Isolating stat systems like health, aggression, and flee response
- Maintaining clean inheritance from the main character base
- Testing in-editor to ensure animals function as expected
💡 This change helps keep the codebase modular and scalable as we add more creatures and AI types later in the series.
📌 Full UE5 Survival Game Tutorial Playlist:
https://www.youtube.com/playlist?list=PLB-SEOucjpoMTsfQGhux2RZLVr_o0mSO0
Do you split character types in your own UE5 projects? Drop a comment and share your approach!
📢 Subscribe for weekly Unreal Engine 5 C++ devlogs and survival game development deep dives.
🛠️ Tools & Concepts Used:
- Unreal Engine 5.6
- C++ inheritance and polymorphism
- Modular character architecture
- AI logic and perception
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