This past week I've been working on some of the core components for gameworlds and minigames in Tower Unite.
A network replicated timer which is accurate for all connected players.
A timer component also calls delegate functions on it's owner when the timer completes.
State Machine Component
A finite state machine implementation that can be used in blueprints as well as C++ code.
Player Queue Component
A network replicated list of participants in the game.
The player queue is managed by the gamemode so that when players disconnect, it gets updated properly.
As a test I whipped up a quick game example called "Drunk Tag".
This is basically Virus on a small scale.
The players are made "Drunk" by having random inputs spammed to their PlayerController.
Thanks to @Foohy for helping me test.