First Combat Encounter
Targeting, shooting, damage, health bars, death, and respawn
What: The full vertical slice from input to death. Lock-on targeting that cycles between enemies, a ranged attack ability with hit/miss resolution (75% base hit chance, extensible later), damage applied through the Gameplay Ability System, a material-driven health bar that tracks every player and enemy in the session, death and respawn. A pistol weapon with fire animation. Four-team free-for-all in the test map. Two players in PIE can target each other, fire, watch health bars drop, and see death play out.
Why: Now a character can kill and be killed. Everything after this (abilities, AI, resource bars) plugs into this loop.
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