Proprietary Mission Design Tool Port to UE5
Ubisoft: Red Storm Entertainment
Unreal Engine 5 | Solo Tool Creation | May 2025
To assist in the remaster of a previous Red Storm Entertainment Game, I ported the mission design tool from a proprietary game engine to Unreal Engine 5. This included setting up the attributes of our enemy NPC’s.
Top Skills
Blueprints, Porting, Tool Creation, Perforce
Ported Mission Design Tool and NPC Settings
Created mission blueprint with Spawn Enemies function, which took in a Mission Data Asset I created.
I duplicated the Mission data asset’s settings from the mission tool in the proprietary engine. In a data table, designers set:
How many enemy teams were in a mission
How many platoons were in each team
How many NPCs were in each platoon
The NPC settings of each NPC in a platoon
Spawn Enemies Function
I created the base NPC class by:
Adding variable for spawn transform
Added armor type enum and logic to effect character shield HP values.
Added character class enum.
Added variables to set character behavior and damage values
Added game difficulty enum and applied difficulty settings mission blueprint, controlling whether or not this NPC would spawn
So, instead of hand-placing NPCs in the game world or setting up spawners, a designer could set and change the enemy settings and a mission’s difficulty in data only.