Mukund Pareek

Mukund Pareek

Unreal Engine C++ Developer

Unreal Engine C++ developer with 3+ years building multiplayer titles. Specializes in Gameplay Ability System, Lyra architecture, multiplayer systems, and custom editor tooling.

View All →
AI Chatbot Editor Plugin thumbnail

Unreal Editor plugin that opens a Slate chat window, sends prompts to Mistral's API, and renders the parsed response as an interactive button grid inside the editor.

unrealeditor-pluginc++
CommonUI WWE Menu System thumbnail

CommonUI WWE Menu System

Gameplay Systems

A WWE 2K-inspired front-end menu prototype built in Unreal Engine 5.3 using CommonUI, with layered activatable widgets, deterministic focus management, and multi-device input foundations.

unrealcommonuiui
Lyra FPS Prototype thumbnail

Lyra FPS Prototype

Gameplay Systems

A Team Deathmatch prototype built on Lyra-inspired architecture, exploring experience-driven initialization, GAS ability pipelines, attribute replication, and server-authoritative death/respawn orchestration.

unreallyragas

Engineering Focus

Deep specializations with concrete class-level knowledge.

Gameplay Ability System

Full GAS stack: Attributes, Abilities, Effects, and Cues. Replicated attributes, UI bindings, and prediction-aware activation.

UGameplayAbilityUAttributeSetUGameplayEffectFGameplayTag

Lyra Framework Architecture

Deep knowledge of Lyra's modular Experience system, input configs, and ability set loading for prototype-ready game archetypes.

ULyraExperienceDefinitionULyraPawnDataULyraAbilitySet

Unreal Editor Tooling

Custom Editor Modes with viewport input capture, custom toolkits, and editor widget panels built against the Editor Framework API.

FEdModeFModeToolkitSWidgetIDetailsView

Multiplayer Replication

Replicated actors, server-authoritative state, and RPCs. RPC call patterns, property replication, and bReplicates setup.

GetLifetimeReplicatedPropsUFUNCTION(Server)UPROPERTY(Replicated)

Gameplay UI Systems

CommonUI navigation stacks with activatable widget hierarchies. Attribute-driven UI updates from GAS delegate bindings.

UCommonActivatableWidgetUCommonUIFOnAttributeChangeData

Technical Experiments

Small explorations outside of main projects - VFX, prototypes, and engine experiments.

Niagara VFX Experiments

Realtime VFX experiments built using Unreal Engine Niagara system, exploring particle simulation, parameter control and visual feedback.

C++ Game Experiments with SFML

Small C++ gameplay prototypes built using the SFML framework to explore rendering loops, input handling and gameplay mechanics outside of Unreal Engine.

All Projects

AI Chatbot Editor Plugin thumbnail

Unreal Editor plugin that opens a Slate chat window, sends prompts to Mistral's API, and renders the parsed response as an interactive button grid inside the editor.

unrealeditor-pluginc++
CommonUI WWE Menu System thumbnail

CommonUI WWE Menu System

Gameplay Systems

A WWE 2K-inspired front-end menu prototype built in Unreal Engine 5.3 using CommonUI, with layered activatable widgets, deterministic focus management, and multi-device input foundations.

unrealcommonuiui
GeoTracker Editor Plugin thumbnail

A custom Unreal Editor Mode plugin enabling spatial distance measurement tools with click-drag interaction and extensible editor tooling architecture.

unrealeditor-modeplugin
Lyra FPS Prototype thumbnail

Lyra FPS Prototype

Gameplay Systems

A Team Deathmatch prototype built on Lyra-inspired architecture, exploring experience-driven initialization, GAS ability pipelines, attribute replication, and server-authoritative death/respawn orchestration.

unreallyragas
NeonStrike thumbnail

NeonStrike

Playable Games

A real-time browser arena shooter combining a 66 TPS Socket.IO multiplayer loop with optional on-chain match staking, ECDSA-signed result verification, and persistent player stats/achievements on Base Sepolia.

javascriptweb3solidity
Paper2D Prototype thumbnail

Paper2D Prototype

Playable Games

Blueprint-first 2D action prototype in Unreal Engine 5.3 exploring combat contracts, inventory architecture, and modular gameplay systems using Paper2D and PaperZD.

unrealblueprintspaper2d

What I Build

Core engineering capabilities across Unreal Engine systems.

Gameplay Systems Engineering

Designing and implementing core gameplay mechanics from scratch in Unreal Engine C++. Covers ability activation pipelines, character state machines, attribute replication, and game mode/state management - built for extensibility and designed to perform within a 16ms frame budget.

Ability pipelinesInput mappingGame state managementC++ architecture

Gameplay Ability System Integration

Full GAS stack: custom Gameplay Abilities, Attribute Sets, and Gameplay Effects with correct replication modes. Includes delegate-driven HUD bindings, tag-based ability gating, cooldown management, and multi-character ASC setups on PlayerState for respawn continuity.

Custom Attribute SetsGameplay EffectsASC on PlayerStateTag gating

Unreal Editor Tool Development

Custom Editor Mode plugins that extend the Unreal toolset - clickable viewports with world-space hit testing, Slate toolkit panels, and context-sensitive editor UI. Includes editor module registration, toolbar integration, and clean teardown to prevent editor crashes.

FEdMode APISlate toolkit panelsViewport interactionPlugin modules

Multiplayer Gameplay Architecture

Server-authoritative multiplayer systems: actor replication, RPCs, client prediction, lag compensation, and dedicated server infrastructure. Experience spans GAS on PlayerState to authoritative health management and anti-cheat hit validation across networked game state.

Client predictionLag compensationDedicated serversAnti-cheat validation

Custom UI Systems - CommonUI & UMG

Navigation stack architecture using Unreal CommonUI - activatable widget hierarchies, input routing layers, and deterministic focus management across layered menus. Includes platform-agnostic input handling and real-time GAS-driven HUD updates via attribute change delegates.

Activatable widgetsInput routing stacksUMG/GAS bindingsFocus management

Technical Notes

All Posts →
unreal
gas

Co-op Health Architecture: Body and Soul

Why Body and Soul uses GameState for shared team health instead of a shared GAS attribute - and the initialization timing decisions that make the PlayerState-owned ASC pattern reliable across spawn and respawn.

March 10, 2026

unreal
editor-mode

Building Editor Modes: GeoTracker Deep Dive

A practical walkthrough of building a custom Unreal Editor Mode plugin - tool registration, viewport input capture, and a Slate toolkit panel - using GeoTracker as the reference implementation.

March 5, 2026

unreal
lyra

Understanding Lyra's Experience System

How Lyra's ULyraExperienceDefinition connects pawn data, ability sets, and input configs into a modular game mode system - and how to extend it for your own prototype.

March 1, 2026

Let's Work Together

Open to gameplay engineering roles and interesting Unreal Engine projects. Reach out to start a conversation.

Twitter / X