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
Download the Windows demo build
| IMPORT LOG | TRACE TIMELINE |
|---|---|
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| REVIEW WARNING | GENERATED REPORT |
|---|---|
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Open the project, press Play, and complete the review sequence:
- Walk to
IMPORT LOGand pressEto ingest mission runtime events. - Move to
TRACE TIMELINEand pressEto rebuild the objective sequence. - Move to
REVIEW WARNINGand pressEto classify the response-delay warning. - Move to
GENERATE REPORTand pressEto produce the final debrief card. - Press
Rto replay the review sequence.
The HUD shows the active marker, player instruction, debrief progress, event count, warning count, report status, and review log.
- Runtime event intake: Consumes event records produced by the reusable
MissionScenarioRuntimeplugin. - 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:
AMissionDebriefHUDkeeps the current objective, debrief card, and review log visible during normal Play. - Code-built review deck:
AMissionDebriefReviewActorconstructs 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.
| 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. |
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:Einteraction routing,Rreset, 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.
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.gitOpen:
MissionDebrief.uproject
Build target:
& 'Path\To\UE_5.8\Engine\Build\BatchFiles\Build.bat' MissionDebriefEditor Win64 Development 'Path\To\MissionDebrief\MissionDebrief.uproject' -WaitMutex -FromMsBuildThen open /Game/MissionDebriefDemo and press Play.
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.




