This is my personal blog its main purpose is just as a sort of work log for myself, but maybe someone might find some part of it interesting or useful at some point. I started keeping this log back in July 2025, but it was just on a text file on my desktop so everything up until the creation of this website will have a listed date in the title.

Robert Aldridge Robert Aldridge

Updated the arena crowd manager to turn off overlaps

Added a cheat to the cheat manager to toggle arena crowd visibility

Added a cheat to deactivate the endless spawning

Updated the arena crowd manager to turn off overlaps

Added a cheat to the cheat manager to toggle arena crowd visibility

Added a cheat to deactivate the endless spawning

Finally found a workaround for the play tagged dialogue requiring a hard npc ref

Reduced hard refs on the base object and took it from 3126 asset refs and 187mb to 491 asset refs and 12.4mb!!!

Solved the perf issue on 5.7 with the new openxr space warp

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Robert Aldridge Robert Aldridge

Removed the grip rotation and reverse grip rotation components from the base object, they are now handled dynamically.

Fixed some errors from missing components on our creatures due to the narrative upgrade.

Fixed some particle effects that were set to GPU emitters , quest gets angry about gpu emitters

Removed the grip rotation and reverse grip rotation components from the base object, they are now handled dynamically.

Fixed some errors from missing components on our creatures due to the narrative upgrade.

Fixed some particle effects that were set to GPU emitters , quest gets angry about gpu emitters

Spent several hours debugging the new openXR space warp. Its very finicky compared to the oculus one.

Fixed visible overlap volume for arena doors

Removed the physics asset from the player mannequin body. It wass never intended to be there anyway we use overlap boxes to handle equipping and unequipping

Removed the overlaps from all the labels on the inventory shelf dont know why they were there anyway.

Removed the complex collision from the grab arrows in the inventory shelf

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Robert Aldridge Robert Aldridge

Fixed missing blade start socket on Klich fork

Fully migrated the book system to the new optimized version.

Grip line now added programmatically.

Fixed missing blade start socket on Klich fork

Fully migrated the book system to the new optimized version.

Grip line now added programmatically.

Cork stopper and neck capsule now added programmatically.

Weapon overlap capsule now added programmatically.

Fixed bug causing arrows to sometimes get… floppy.

Weapon orientation component now added programmatically.

Removed the stabconstraint component entirely, we never got it working right anyway. When we eventually readd it it will be well after our narrative item integration, its just in the way for now.

Removed the stabber and tip grip components, now added programmatically.

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Robert Aldridge Robert Aldridge

Spent the past two days optimizing the book system it has been a significant source of performance drops for quite a while due to it relying on widgets.

Spent the past two days optimizing the book system it has been a significant source of performance drops for quite a while due to it relying on widgets. Built tool to merge a shell of the book and then another tool to capture all the pages and package them into a texture array and then inject that into a material instance we then update which texture is being pulled from the array to mimic the functionality of the previous widgets! Works great! of course there is a memory cost, but I think we can handle a couple dozen more megabytes of memory better than a 6ms initialization time.

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Robert Aldridge Robert Aldridge

Changed default quiver placement to back instead of hip, easier for testing

Fixed a race condition in the AI controller initialization

Removed the original Arrow Component way of dealing AOE damage if we want to do AOE damage, Marksman is already super powerful and the AOE implementation never really worked right anyway, if we wanna re add it later should be easy using the spell and Magic effect system seeing as those didnt exist when original AOE was developed.

Changed default quiver placement to back instead of hip, easier for testing

Fixed a race condition in the AI controller initialization

Removed the original Arrow Component way of dealing AOE damage if we want to do AOE damage, Marksman is already super powerful and the AOE implementation never really worked right anyway, if we wanna re add it later should be easy using the spell and Magic effect system seeing as those didnt exist when original AOE was developed.

Fixed an incorrectly referenced AI perception component that was wrong due to the reparenting of our AI controller. This fixed the bug of AI being able to see an invisible player.

Fixed that long running bug we had where arrow trails would stay visible if you shot at something very close range.

Created a new interface called BTGS_ComponentInterface We were having problems with components being ready now that we are converting the system to additive so this will give us a solid way to check if we can act on a given component

Fixed an issue where an NPC wouldnt be considered the owner of a noise event when firing an arrow

Fixed a bug where we were doing setup work twice for every base object

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Robert Aldridge Robert Aldridge

March 12th not submitted - Fixed an issue that was causing most of our hit VFX to not appear correctly on quest.

This past week has been a bit of a mess i upgraded the project to both UE 5.7 and narrative 2.2 which have proven both simpler in some ways and more complex in others than expected.

Fixed some bugs in the BTGSEditorTools

March 12th not submitted - Fixed an issue that was causing most of our hit VFX to not appear correctly on quest.

This past week has been a bit of a mess i upgraded the project to both UE 5.7 and narrative 2.2 which have proven both simpler in some ways and more complex in others than expected.

Fixed some bugs in the BTGSEditorTools

Removed the references to the base object blob shadow component it was never really working as intended anyway if we end up wanting blob shadows ill revisit it.

Removed the references to the fire particle system that was unused on the base object

Removed some old post process Anim blueprints that werent being used.

Found a cheap work around for the settings menu being super performance heavy, its not a real solution but a great placeholder

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Robert Aldridge Robert Aldridge

Changed the design of the Chitin Short sword it looked too similar to the long sword

Changed the design of the Elven Long sword it looked too similar to the great sword

Changed the design of the Necro Short sword it looked too similar to the Long sword

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Robert Aldridge Robert Aldridge

Fixed Issue of Leather helmet clipping into npc heads

Fixed ghost anim that had them clip into the ground

Fixed a bug where a facial hair mesh was causing a perf drop

Fixed a bug where NPC stats initialization was causing a perf drop

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Robert Aldridge Robert Aldridge

First update Live

Fixed the bug making npc health bars not show up sometimes.

Added a toggle to the settings to allow players to turn off NPC health bars.

Fixed bug where NPCs would cast self fortification spells repeatedly

Fixed the bug making npc health bars not show up sometimes.

Added a toggle to the settings to allow players to turn off NPC health bars.

Fixed bug where NPCs would cast self fortification spells repeatedly

Fixed grip line misalignment on the Iron Battle axe

Improved the way NPC hands are placed on two handed weapons.

Fixed the npc spawn location for the chitin war axe

Adjusted the animations used on the chitin and usai staff

Adjusted the hand placement on most weapons

Adjusted the rotation of the Undead knight sword

Rebalanced player starting skills, they were set too high before.

Added 20 more arrows to the Arena, seemed like the player ran out way too fast

Rebalanced spell cost

Rebalanced staff spell cost

Rebalanced arrow headshot damage

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Robert Aldridge Robert Aldridge

LAUNCHED THE CLOSED ALPHA!!!!!

Changed the default left hand spell for players to the flames channel spell.

Added info cards to the undercroft

Removed collision from the grass clumps

Changed the default left hand spell for players to the flames channel spell.

Added info cards to the undercroft

Removed collision from the grass clumps

Fixed bug where the spawned npc potion wouldn’t despawn

Removed the Save and load functions from the player options menu seeing as the player isnt supposed to be able to save during the alpha.

Added a random dust spawner to the arena

Changed a bunch of our lighting in the arena and did another pass on the undercroft lighting

Added more clutter to the Arena

LAUNCHED THE CLOSED ALPHA!!!!!

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Robert Aldridge Robert Aldridge

Cleaned up the code for GetFavoredSkills to make it more efficient

Implemented the missing cork and uncork sound effects

Added the ability to uncork potions with one hand

Cleaned up the code for GetFavoredSkills to make it more efficient

Implemented the missing cork and uncork sound effects

Added the ability to uncork potions with one hand

Fixed the issue of the CompNPCManager ticking during combat

Fixed the bug where player skin color didnt reset after invisibility ended

Fixed bug where NPCs would sometimes freeze mid combat

Created an Enum for Weapon Reevaluate Type

Created a new function called GetOffensiveCombatSkills

Fixed bug where NPCs using bows would try to shoot the player through walls

Replaced a for each loop in the has ammo function with a for each with break so we dont loop over the entire inventory pointlessly

created an interface event called HasAmmo_OnInterface

Fixed the super annoying bug we had where npcs would sometimes sheath their weapon and then pull the same weapon back out

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Robert Aldridge Robert Aldridge

Added an early out for creature attachment setup on the base object

Simplified the GetAttribute function

Simplified the GetSkill function

Added an early out for creature attachment setup on the base object

Simplified the GetAttribute function

Simplified the GetSkill function

Simplified the SetSkillAsMajor function

Simplified the SetSkillAsMinor function

Simplified the SetSkillAsMisc function

Changed how we are setting skills entirely on NPC Init to reduce looping.

Removed a blocking load in the BP AI Controller

Cleaned up the code for getting attributes and skills in the calculate damage function

Removed a duplicate function for reducing melee damage

Removed beard, moustache, and duplicate hair from base npc.

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Robert Aldridge Robert Aldridge

Added the undercroft to the Alpha

Fixed the collision on the arena manager

Fixed the collision on the undercroft ceiling

Added the undercroft to the Alpha

Fixed the collision on the arena manager

Fixed the collision on the undercroft ceiling

Fixed the broken autosave when moving between levels

Fixed the broken work benches in the undercroft

Changed the visual design of the enchanting workbench a bit

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Robert Aldridge Robert Aldridge

Cleaned up our metahuman folders and removed over 50gb of data and simplified our usage significantly.

Fixed a big in the NPCAlerted narrative condition

Updated redirectors across the project

Cleaned up our metahuman folders and removed over 50gb of data and simplified our usage significantly.

Fixed a big in the NPCAlerted narrative condition

Updated redirectors across the project

Cleaned up some old blueprints from the demo that were causing crashes in the engine.

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Robert Aldridge Robert Aldridge

Fixed a bug where opening the inventory would throw an error about a null dialogue line.

massive list of changes, but im too tired to list them all, most important ones are that i created a new material function to help us make our colors pop on quest the colors were always super flat on mobile due to LDR, but this fixes like 90 percent of it. I also went through and optimized the entire magic system for future ease of dev side spell creation and shader performance.

Fixed a bug where opening the inventory would throw an error about a null dialogue line.

massive list of changes, but im too tired to list them all, most important ones are that i created a new material function to help us make our colors pop on quest the colors were always super flat on mobile due to LDR, but this fixes like 90 percent of it. I also went through and optimized the entire magic system for future ease of dev side spell creation and shader performance.

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Robert Aldridge Robert Aldridge

Added drop shadows to the wrist UI for better visibility

Removed some old spell code from the player

Added resist and weakness to the magic effect modification types enum for better spell color selection

Added drop shadows to the wrist UI for better visibility

Removed some old spell code from the player

Added resist and weakness to the magic effect modification types enum for better spell color selection

A lot of work today on VFX im in the process of converting the spell inventory selection screen to pulling from the same VFX file so we dont have to keep doing work twice.

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Robert Aldridge Robert Aldridge

Started work today on optimization of the Magic VFX spawning system we have a bunch of redundant work on our effects that can be parameterized and cleaned up.

Created a struct for SkillColors

Created a struct for AttributeColors

Started work today on optimization of the Magic VFX spawning system we have a bunch of redundant work on our effects that can be parameterized and cleaned up.

Created a struct for SkillColors

Created a struct for AttributeColors

Created a struct for ModificationTypeColors

Created a struct for OtherEffectColors

Restoration and destruction projectile effects have been tested.

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Robert Aldridge Robert Aldridge

Been quite a few days since the last update, I’ve basically been spending the past week working on performance related issues and solving issues related to a crash that was occurring on the headset due to our save plugin its just been a lot of builds one after another to try to solve the problem. Also tried to bring that other workstation online to try to create a build server no luck so far super strange issue where if we install graphics drivers the system powers off and can no longer get to windows. Doesn’t matter if its an AMD card or Nvidia

Been quite a few days since the last update, I’ve basically been spending the past week working on performance related issues and solving issues related to a crash that was occurring on the headset due to our save plugin its just been a lot of builds one after another to try to solve the problem. Also tried to bring that other workstation online to try to create a build server no luck so far super strange issue where if we install graphics drivers the system powers off and can no longer get to windows. Doesn’t matter if its an AMD card or Nvidia.

Found out today that we somehow were never passing the arrow information to the arrow component for players meaning that players could never actually do magic damage with enchanted arrows, worked fine for NPCs just not players.

Created a new interface event called GetMagicEffectsFromItem_OnInterface

Fixed the bug mentioned above.

Fixed a bug where NPCs were doing basically double damage with bows

Removed the old Assassination code in the melee component

Cleaned up redundant code in the GetTotalArmorClass Function.

Fixed a bug in the Alchemy work bench that was causing created potions to not stack

Fixed missing data table row in smoked meat

Fixed missing data table row for the Necro knuckles

Fixed incorrectly named dikadian knuckles

Fixed invalid name on M_Bones_HandRight.

Switched the entire base object system to data assets instead of data tables this was quite an undertaking requiring a number of tools and testing, but everything is plugged back in and works that im aware of.

Created a new cheat manager specifically for the Alpha

Removed the defualt metahumans from the project, they were causing some things to be pulled into the build that weren't used.

Removed the groom binding assets form the project, the chance we are going to ever use groom is pretty low if ever and we can always readd them.

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Robert Aldridge Robert Aldridge

Refactored the inventory code for adding items, fixed some bugs related to marking items as stolen.

Fixed a bug where arrows couldnt be marked as stolen

Refactored the code in the ChoosebestArmor function in the bp ai parent

Refactored the inventory code for adding items, fixed some bugs related to marking items as stolen.

Fixed a bug where arrows couldnt be marked as stolen

Refactored the code in the ChoosebestArmor function in the bp ai parent

Refactored the code in the SetArmorEquipped function in the BTGS inventory component

Fixed a bug where the material on the NPC underwear models would have the material of whatever they were previously wearing

Refactored the code in the PlayerInventoryMaintenance function

Refactored the code in the NPCInventoryMaintenance function

Removed a bunch of hard refs in various components

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Robert Aldridge Robert Aldridge

Added the code required to remove stacks of items from inventories, right now this is just for arrows, but can later be expanded to the alternate grip we had talked about.

Removed some old unused code for equipping armor from the inventory shelf

Fixed the bug where you couldnt add items you just took off the armor mannequin to your inventory using the A button.

Added the code required to remove stacks of items from inventories, right now this is just for arrows, but can later be expanded to the alternate grip we had talked about.

Removed some old unused code for equipping armor from the inventory shelf

Fixed the bug where you couldnt add items you just took off the armor mannequin to your inventory using the A button.

Cleaned up the code for the armor unequipping function inside the inventory shelf we were doing a bunch of redundant work.

Fixed the armor duplication bug!

Fixed the bug where time dilation was happening far too frequently on arrows

Fixed the bug where time dilation could occur when an NPC was casting with a staff

Simplified the default destruction impact particle effect, it was far too heavy on Quest

Fixed the shield attachment location for NPCs so that its dependent on the type of shield.

Fixed an exploit that allowed the player to get multiple hits in during a time dilation event

Fixed the bug where NPCs would attempt to block as if they had a shield when they don’t, but i suspect there’s another location that might be causing this, but I cant find it yet. Will need QA to keep an eye out for this bug specifically.

Fixed the orientation of the undead knight sword

Increased the volume on the armor impact sounds when not hitting hard enough to cause damage

Increased the health oof the sand golem

Improved the readability of the armor stat display

Fixed an issue where spawned armor would be assigned the wrong material

Added a function called GetSkill to the function library to match the GetPlayerSkill function

Fixed a bug where NPCs weren’t using their own skill levels when calculating spell cost with a staff

Fixed the bug where an NPC would keep trying to use a staff that doesnt have enough charge.

Fixed bug where NPCs wouldn’t actually use the potions in their inventory.

Created a new anim notify to destroy the spawned potion the NPC is using.

Added an interface event called DestroyNPC_SpawnedPotion_OnInterface

Fixed a bug where the spawned potion wouldnt be destroyed if the anim was updated

Fixed the NPC behavior where they would get stuck against walls

Fixed the bug where the wrist UI would show up while holding a book

Added the ability for creatures to hit react

Fixed bug where Arena Gates wouldnt open

Fixed bug where NPCs would spawn in the center of the arena

Added the ability to skip the death music to respawn quicker.

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