Thanks for the feedback! The low FPS is probably my fault. My computer is kind of beefy and, like you said, I used some high quality assets when I could have found something low poly. I also don't have experience in Unreal so I'm liable to used unoptimized or otherwise expensive features or approaches without realizing it. Finding assets, setting up animations, and all of the overhead took the entire first day so I barely got to touch code and I am more a programmer than anything else so I was ready to be done with that part. Unfortunately, I downloaded so many assets when testing things out that my file size bloated to 1.4 GB which I only realized after the fact. Only a fraction of them got used If I had noticed that sooner, I would have trimmed the fat and removed assets I didn't use.
As for the keyboard mapping issue, I'll have to look into ways to avoid that in the future. I didn't realize those keyboards were so common.
As for the design of the map, I definitely felt that I should have put the enemies upstairs and had the allies start downstairs, but then they would bottleneck on the stairs which caused some issues with hits registering. I wanted the action to be everywhere, but could only manage to get the AI to stay in two places: upstairs and downstairs, so it wasn't set up all that well. I had hoped the color of the health bars and armor would be enough, but there were a lot of health bars so I can see that being a problem.
Funny enough, that shot of the ceiling was actually a bug that became a feature. I was trying to get the camera to stay in place when you died so you could watch your character fall, but I felt like the camera pointing up at the ceiling fit so I kept it (plus I was running out of time).
I definitely agree that my use of the limitation was half-hearted at best. I'm not great at coming up with ideas. I prefer the execution (i.e. the programming). I still had a lot of fun with it though!