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.