AI GAMES / PLAYABLE NOW
ThreeDream UE level
The level, the materials, the lights and four weapon data assets are read out of the Unreal 5.5 project's own .umap / .uasset bytes: actor placements, material graphs, its ExponentialHeightFog and its SoundWaves, none of it remodelled; six soldiers are driven live by a four-state brain over the engine's ECS on one fixed 60 Hz step, and the sidebar lists every substitution the page had to make.
Click to walk the level in-page, same-origin with this page; pointer lock and fullscreen are allowed, and it opens full-page too. The CC0 character kit streams in after the first frame.
Open full pageWhat is real in this level
The level is read, not rebuilt
The package reader opens the project's own .umap / .uasset: package tables, tagged properties, Oodle bulk, mesh descriptors, material graphs and SoundWaves; the actor, light and fog numbers in the sidebar are the project's own.
The weapons are data assets
The four loadout specs in the top bar are the four data-asset exports: damage, rate and magazine size are read out of the assets; the reload time is this page's number, because the reload animation lives in IBFPSStarterPack, which the project references and does not ship.
The opposition decides, not scripts
Six soldiers run a four-state brain over the engine's ECS, stepped at the match's fixed rate, seeing the player only through a raycast against the level's colliders; one Rng seed means the same seed is the same fight.