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My current Unreal Engine project is stalled because two key gameplay systems are failing. First, character movement no longer responds crisply to player input. Inputs are occasionally dropped or delayed, and the pawn does not accelerate, decelerate, or change direction as coded. Everything is still running in the original Blueprint setup; no changes were made in C++ recently, so I suspect an overlooked node chain, faulty input mapping, or a mis-configured movement component. Second, the combat system has begun to misfire. Hit detection feels inconsistent and damage events sometimes fail to register. All logic is still blueprint-based—mostly line traces and overlap checks—so I need you to trace what broke and restore reliable melee and ranged interactions. What I need from you • Pinpoint and resolve the unresponsive movement issue so inputs feel immediate and predictable. • Debug and correct the combat blueprint logic so every valid hit triggers the intended effects. • Provide a short change log or comments inside the blueprints so I can follow what was fixed. • Share the updated project files for verification and testing. If you prefer to convert any of these blueprints to C++ for performance or readability, let me know; I’m open to improvements so long as everything compiles and runs in 5.3. Acceptance criteria: after your fix, my QA checklist—built around input latency tests and dummy-enemy hit detection—must pass without regression. I can supply the full repo and a screen-recorded walkthrough of the current problems as soon as we start.
Project ID: 40709457
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11 freelancers are bidding on average ₹8,415 INR for this job

Hello, I can debug and fix both gameplay systems in your Unreal Engine 5.3 project without unnecessarily rewriting the existing Blueprint architecture. I will investigate and resolve: * Input mapping and character movement issues * Movement component and Blueprint node chains * Acceleration, deceleration and direction changes * Dropped or delayed input behavior * Melee and ranged hit detection * Line traces and overlap checks * Damage event registration and combat logic * Regression issues against your QA checklist * Blueprint comments/change log for the fixes I can first reproduce the issues from your repository and walkthrough, identify the actual root causes, then make targeted fixes. If a C++ conversion provides a clear benefit, I can discuss it before changing the existing approach. I will return the updated project files ready for verification. Bid: INR 12,500 fixed Timeline: 3-5 days
₹12,000 INR in 3 days
4.6
4.6

Yo! I'd love to take a look into the char blueprint to see what's wrong. I assume you meant that you were still using the default CharacterMovementComponent when you wrote "Everything is still running in the original Blueprint setup; no changes were made in C++ recently"? It's odd tho, but let's see what we can do. As for the inconsistent damage registering, that surely is a frame dependent trace calculation issue. Both of these don't require C++ to be optimally fixed. So I'll try to keep it within Blueprint as much as possible. Plus its much easier for both of us to visually understand and comment there lol. Hit me up once you're ready. Cheers!
₹7,100 INR in 2 days
4.1
4.1

I will trace and fix the two failing systems in your Unreal 5.3 project: unresponsive movement input and unreliable combat hit detection. I will pinpoint the broken Blueprint node chains and input mappings, correct the line trace and overlap logic so melee and ranged hits register, keeping it compiling in 5.3 or C++ where it helps. I will add a clear change log and comments in the blueprints, then share updated files that pass your input latency and dummy-enemy QA checklist without regression.
₹7,000 INR in 7 days
0.0
0.0

Hello, I can take this on as a focused Blueprint debugging task. I will first reproduce both issues from your walkthrough before changing nodes, so the fixes target the real cause rather than masking symptoms. My approach: • Trace Enhanced Input mapping/context, pawn/controller possession, and Movement Component settings to identify why input is dropped or delayed • Review combat trace/overlap execution paths, collision channels, hit actors, damage events, and any gates or cooldowns preventing valid hits • Apply targeted fixes, then retest against your input-latency and dummy-enemy checklist • Return updated project files with a concise change log explaining every Blueprint change I will keep the work Blueprint-first and will only recommend C++ if it is clearly necessary and agreed with you first. My background is in diagnosing production software issues, event-driven systems, APIs, and reliable delivery. This would be my first project on Freelancer, so I am offering an introductory bid and close communication throughout the task. Please share the repo and screen recording. I can start by confirming the reproduction steps and exact fix plan immediately.
₹2,500 INR in 3 days
0.0
0.0

Hi I am shreshth Maurya and d I am a student . For your project you should need a person wo knows about gaming I am also a gamer of bgmi . Bgmi also made on unreal engine so I will be useful to you
₹7,000 INR in 7 days
0.0
0.0

Hi — Team Humaki reviewed "Unreal Engine Gameplay Mechanics Fix". We matched this to our c programming, game design, c# programming skills and can keep scope tight. Plan: (1) confirm acceptance criteria and any repos we need; (2) ship a working slice you can verify; (3) hand off working changes plus a short note. We will flag anything outside the stated scope before coding. Delivery in 1 day. — Team Humaki (@humakiai)
₹2,367 INR in 1 day
0.0
0.0

Hi, I can help diagnose and fix both issues in your Unreal Engine 5.3 project. I have hands-on experience with Unreal Engine gameplay systems, including Character Movement, Blueprint input handling, collision/overlap logic, line traces, combat systems, damage events, and debugging gameplay issues. For the movement issue, I would trace the input flow from the mapping/context through the Blueprint logic and Character Movement Component to identify whether the problem is caused by input configuration, execution flow, movement settings, or an overlooked node chain. I’ll focus on restoring responsive and predictable acceleration, deceleration, and direction changes. For combat, I’ll trace the complete hit pipeline—from line traces/overlaps and collision channels through hit results and damage events—to identify why valid hits are being missed and make the melee/ranged detection reliable. I’ll also document the changes directly in the Blueprints and provide the updated project for your QA testing. Since the project must remain compatible with UE 5.3, I’ll prioritize fixing the existing Blueprint architecture rather than converting systems to C++ unless there is a clear benefit. I’m comfortable working from an existing Git repository and using your recorded walkthrough to reproduce the issues before making changes. Best regards, Shreif
₹10,000 INR in 10 days
0.0
0.0

Hi, for the first part I think it could be a configuration issue. For the second issue it is mostly bullet paper problem, I do have experience with this. As a part of my corrections or improvements, I will add comments for the flow and also document the change for you. If you want more please let me know.
₹7,600 INR in 3 days
0.0
0.0

I am well versed with unreal trace sessions allowing me to figure out the exact cause of the delays in both the input and hit traces. The reason i have put the bid this high is I am confident in delivering you the project to your satisfaction.
₹9,000 INR in 7 days
0.0
0.0

你的 UE5.3 项目目前卡在两个关键玩法系统上: 1. 角色移动不响应、输入丢失或延迟 角色没有按设计加速、减速、转向,怀疑是输入映射、节点链、CharacterMovementComponent 配置或 UI 输入捕获问题。 2. 战斗系统命中检测不稳定 近战与远程的 Line Trace / Overlap 命中不一致,伤害事件有时不触发。需要追踪蓝图逻辑,恢复可靠的近战和远程交互。 你要求: · 修复移动输入,让操作即时、可预测; · 修复战斗蓝图,让每次有效命中都触发预期效果; · 提供变更日志或蓝图内注释; · 分享更新后的项目文件用于验证; · 可选将部分蓝图转 C++,但必须兼容 UE5.3 编译运行; · 最终通过你的 QA 清单:输入延迟测试 + 假人命中检测,且无回归。 二、为什么我适合这个项目 我是一名游戏开发程序员,同时是 Python AI 大模型训练师。我熟练掌握: · C++ / UE4 / UE5:可读蓝图、调试蓝图、必要时转 C++; · Python:可写自动化日志分析、测试脚本、数据处理工具; · Java:具备工程化、服务端与工具链思维; · 蓝图系统:熟悉输入、角色移动、动画通知、碰撞、伤害、Overlap、Line Trace; · AI 工程能力:可用脚本辅助分析日志、生成测试用例、整理变更记录。 我的优势是:既懂游戏玩法工程,也懂 AI 与自动化。这意味着我不仅修当前 Bug,还能帮你建立更可追踪、可测试的调试流程。 三、技术修复方案 1. 移动输入问题诊断与修复 我会按以下顺序排查: · Enhanced Input / 旧输入映射 · 检查 InputMappingContext、InputAction、Trigger、Modifier 是否正确; · 确认 AddMappingContext 在 Possess 后执行; · 检查输入动作是否被 UI、Gate、DoOnce、Delay 或错误分支拦截; · 检查 SetInputMode 是否让 UI 抢走焦点。 · PlayerController / Pawn / Character · 确认 Auto Possess Player、Possess、Enable Input 正常; · 检查 bBlockInput、输入优先级、UI 输入捕获;
₹8,000 INR in 6 days
0.0
0.0

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