Help Needed: Best Practices for Modular Blueprint System in UE5

Hey UE Devs! :waving_hand:

I’m currently working on a modular third-person action game in Unreal Engine 5, and I’m trying to build a clean and scalable Blueprint system for character abilities and combat mechanics.

:gear: Current Setup:

  • Each ability is a child of a BaseAbility Blueprint class
  • Abilities are triggered via input mapping and pass through a state machine
  • Effects and animations are managed via AnimNotifies and Timeline nodes

However, I’m starting to run into issues as my Blueprint graph is getting too complex and hard to maintain. I’m worried that as I add more mechanics (parrying, stamina drain, AoE skills, etc.), it’ll become unmanageable.

:red_question_mark: My Questions:

  • Should I break things down into Actor Components or use Interfaces for better modularity?
  • How do you guys keep your Blueprint code clean and optimized in big projects?
  • Is there a solid example of a reusable ability system (maybe from a marketplace asset or Epic sample)?

:package: Bonus: I’m also considering integrating some C++ logic to handle critical systems. Would that be overkill for a mostly Blueprint project?

I’d really appreciate any guidance, resources, or tips you can share. Even seeing screenshots of how you structure your complex systems would help a ton!

Thanks in advance, and happy developing! :rocket:

Abilities should be grouped by type.
Abilities should be coded in Actor components and added as needed.
BP Interfaces to communicate with the abilities.
References to the ability component should of Actor Component type, not specific classes.


Prototype in BP, but eventually translate to C++.