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Mission Debrief Pipeline

Mission Debrief Pipeline is a UE 5.8 C++ gameplay systems demo focused on after-action review, runtime event processing, interactive review stations, and report-style mission feedback. The project presents a compact outdoor review deck where the player imports mission events, traces the event timeline, reviews a warning, and generates a final debrief card.

  • Status: Playable debrief pipeline demo complete
  • Engine: Unreal Engine 5.8
  • Language: C++
  • Focus: Mission event processing, debrief UI, runtime reporting, reusable plugin integration, station-based interaction

Demo

Mission Debrief Pipeline gameplay demo

Download the Windows demo build

IMPORT LOG TRACE TIMELINE
Import mission event log Trace mission event timeline
REVIEW WARNING GENERATED REPORT
Review runtime warning Generated debrief report

Demo Flow

Open the project, press Play, and complete the review sequence:

  1. Walk to IMPORT LOG and press E to ingest mission runtime events.
  2. Move to TRACE TIMELINE and press E to rebuild the objective sequence.
  3. Move to REVIEW WARNING and press E to classify the response-delay warning.
  4. Move to GENERATE REPORT and press E to produce the final debrief card.
  5. Press R to replay the review sequence.

The HUD shows the active marker, player instruction, debrief progress, event count, warning count, report status, and review log.

Engineering Highlights

  • Runtime event intake: Consumes event records produced by the reusable MissionScenarioRuntime plugin.
  • Debrief state model: Converts raw mission events into objective progress, warning counts, and final report status.
  • Station-based interaction: Separate objective station actors handle import, timeline, warning review, and report steps.
  • Player-facing review UI: AMissionDebriefHUD keeps the current objective, debrief card, and review log visible during normal Play.
  • Code-built review deck: AMissionDebriefReviewActor constructs the outdoor review environment, station path, timeline nodes, and report board in C++.
  • Reusable systems architecture: The host project demonstrates a third standalone use of the shared mission runtime plugin.

Project Structure

Path Purpose
MissionDebrief.uproject UE 5.8 host project.
Content/MissionDebriefDemo.umap Playable debrief review map.
Source/MissionDebrief Host project gameplay, pawn, HUD, controller, station, board, and review actor code.
Plugins/MissionScenarioRuntime/Source/MissionScenarioRuntime Reusable runtime mission system plugin.
Config/DefaultEngine.ini Startup/default map and game mode configuration.
Config/DefaultInput.ini Movement, look, interact, and reset input mappings.
Media/GitHub README demo video, GIF preview, and screenshots.

Key Code

  • MissionDebriefReviewActor.cpp: runtime event setup, debrief state transitions, generated scene, review stations, timeline nodes, and report summary.
  • MissionDebriefObjectiveStation.cpp: separate station visuals, active/completed states, operator range prompts, and camera-facing labels.
  • MissionDebriefPipelineBoard.cpp: board visuals for timeline, warning, and generated report feedback.
  • MissionDebriefPlayerController.cpp: E interaction routing, R reset, and review actor updates.
  • MissionDebriefPawn.cpp: capsule-style movement and camera behavior.
  • MissionDebriefHUD.cpp: current objective panel, debrief card, and review log rendering.
  • MissionScenarioInstance.cpp: reusable mission lifecycle and event log runtime.

How to Run

Requirements:

  • Unreal Engine 5.8
  • Visual Studio 2022 with C++ game development tools
  • Git LFS enabled before cloning

Clone:

git lfs install
git clone https://github.com/Zoruahful/MissionDebrief.git

Open:

MissionDebrief.uproject

Build target:

& 'Path\To\UE_5.8\Engine\Build\BatchFiles\Build.bat' MissionDebriefEditor Win64 Development 'Path\To\MissionDebrief\MissionDebrief.uproject' -WaitMutex -FromMsBuild

Then open /Game/MissionDebriefDemo and press Play.

Scope

This repository is intentionally small. It demonstrates a standalone after-action review pipeline built on reusable mission runtime data, not a full game. The current implementation focuses on clear C++ systems, readable feedback, and a short end-to-end review path that can be inspected in code and played in editor.

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Unreal Engine 5.8 C++ after-action review pipeline demo

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