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.
Fixed broken potion bottle material, was missing custom lighting function.
Save system is kind of working what a mess
Fixed broken potion bottle material, was missing custom lighting function.
Save system is kind of working what a mess
Fixed a major bug where npcs that start facing the player wouldnt ever update to know they were a threat, which explains some of the odd behavior we have seen recently.
Spent some time working on the save system including trying to use the update to the narrative save system in 2.3.3…. its still shit reverted back to using our dual solution.
Fixed the bug in the loading system where loading would crash the game sometimes due to a gripped object being destroyed
Fixed a major bug where npcs that start facing the player wouldnt ever update to know they were a threat, which explains some of the odd behavior we have seen recently.
Spent some time working on the save system including trying to use the update to the narrative save system in 2.3.3…. its still shit reverted back to using our dual solution.
Fixed the bug in the loading system where loading would crash the game sometimes due to a gripped object being destroyed
Still working on the save system… what a nightmare.
Started work on the class selection for character creation
Reworked how skill and attributes are calculated and cleaned up the old code to make way for the character creation code
Got character race selection working properly
Started work on the class selection for character creation
Reworked how skill and attributes are calculated and cleaned up the old code to make way for the character creation code
Got character race selection working properly
Updated character to actually have underwear models
Character creation fully functional!!!
Created the narrative events for changing and checking weather
Created the narrative events for advancing time for both narrative time and UDS
Created a new interface event SetHasCompanion so we can update when the player has a companion, we could already tell an npc when they were a companion but we didnt really have a way to track that on the player.
Created the narrative events for changing and checking weather
Created the narrative events for advancing time for both narrative time and UDS
Created a new interface event SetHasCompanion so we can update when the player has a companion, we could already tell an npc when they were a companion but we didnt really have a way to track that on the player.
Plugged in the code for NPC services like repairing armor.
Created a new meta sound for the sound of npcs repairing armor
Reworked the dialogue system a bit to account for the new way tagged dialogues work, gonna need more work on that system.
May 4th
Fixed a bunch of material, errors related to float precision
Shortened the cleanup time in the arena
Fixed an issue where some creature would be using an emissive map when they shouldnt have.
Fixed a bunch of material, errors related to float precision
Shortened the cleanup time in the arena
Fixed an issue where some creature would be using an emissive map when they shouldnt have.
Fixed an issue where creatures would continue animating after death
Compiled the open alpha build.
Fixed float precision on landscape material
Fixed the missing BTGS LASS material function on the player skin
Fixed the missing BTGS LASS material function on the the potion liquid
Fixed float precision on landscape material
Fixed the missing BTGS LASS material function on the player skin
Fixed the missing BTGS LASS material function on the the potion liquid
Fixed incorrect opacity settings on the potion category object in the inventory.
Fixed the lod settings on the mushrooms in the arena
Fixed two sided materials on harvestables in the arena.
Fixed the missing BTGS LASS material function on the the creatures.
Added a new interface event for GetIsHolstered_OnInterface
Weapons that are holstered no longer make sound, less realistic, but we were having sound spam due to player movement.
Fixed a bug in the inventory meta sound that was making it never end in some circumstances.
Created a new dedicated meta sound for adding items to the inventory
Added the missing code for sound effects for adding things to the inventory.
Replaced placeholder sound for removing a planted plant
Reworked how the harvestables work, the previous method of regrowing and harvesting them wasnt compatible with our optimization component visibility.
Fixed the player mannequin material
Fixed the bug where sometimes your second held item wouldnt be equipped when attempting to equip armor
Fixed missing material function on heartshard materials
Finally did a massive submission of all the stuff ive been working on locally. A lot of really good performance updates.
Controls poster is now up in the Arena walk up area.
Built the start of a tool to fill blueprint descriptions with item data for quick at a glance access
Finally did a massive submission of all the stuff ive been working on locally. A lot of really good performance updates.
Controls poster is now up in the Arena walk up area.
Built the start of a tool to fill blueprint descriptions with item data for quick at a glance access
I have sucked at updating this for the past few weeks.
been chasing down performance issues and working on the lighting and shadows system.
Updated the controls of the game so that x and a separately add things to you inventory instead of adding anything in either hand to your inventory.
I have sucked at updating this for the past few weeks.
been chasing down performance issues and working on the lighting and shadows system.
Updated the controls of the game so that x and a separately add things to you inventory instead of adding anything in either hand to your inventory.
B now only handles bringing up inventory instead of also being the skip dialogue button, it previously caused some bugs if the player tried to bring up the inventory when an npc was talking.
Y is now used to skip dialogue.
Cleaned up a bunch mesh topology on the armor that was causing overdraw.
March 31st
Imported the new lighting system plugin and began testing it so far its very promising
Fixed the newly reintroduced bug where companions wouldnt follow the player
Fixed bug where arrows in enemies would deflect newly fired arrows
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
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
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.
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.
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
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
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
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
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
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!!!!!