Realistic Assault Rifle Pack - Upgraded UI
About
My friends at Infima Games have been creating exceptionally high-quality first-person shooter asset packs for Unity and Unreal Engine for many years.
They eventually approached me with an idea that became the Realistic Assault Rifle Pack: an asset pack inspired by modern tactical shooters, with an emphasis on both visual fidelity and mechanical breadth and depth.
I proposed and designed the basic interface used in the original release. When the team began work on its largest update yet, I proposed a more polished UI and offered to implement it for them.
Previous Version (1.0) and Goals
The first release of the Realistic Assault Rifle Pack featured a simpler interface, which I also designed.
That version was intentionally limited in scope. Its primary purpose was to surface the implemented player information, including health, stamina, ammunition, grenades, and related stats, inside a functional demonstration interface.
We soon agreed that, when time allowed, the pack deserved a more polished and distinctive UI that better matched the feel of a modern tactical shooter.

In-engine capture of the UI running over the gameplay layer, primarily using basic Unreal Engine UMG components.
Final Version (2.0)
While the rest of the team expanded the Realistic Assault Rifle Pack with new animations, code clean-up, and other improvements, I began building the updated UI.
I first assessed which existing logic could be reused and which parts needed to be rebuilt from scratch.
The main parts of my work included:
- New layouts for existing components, including weapon data, fire mode, grenade count, and dynamic weapon-icon rendering.
- Logic that dynamically populates the health and stamina bars and reduces the opacity of depleted bar segments.
- A UI shader that gives every on-screen element a holographic glow treatment.
Note: Because the UI needed to remain compatible with every Unreal Engine 5 release from 5.0 through 5.7, I could not rely on newer features such as SDF support for UI components.

In-engine capture of the UI running over the gameplay layer, using my custom-built components and hologram shader.
Video Demo
This capture of the latest project build demonstrates the updated interface in motion, including the adaptive health and stamina bars, ammunition counter, changing weapon-icon render, and other dynamic elements.