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.
Created a new anim notify for playing footstep sounds because the built in unreal one inexplicably doesn’t support sound attenuation.
Fixed Sound effects on the goblin, passing the rest of the creatures off to Megan to finish.
Added code to the Player quest updated event to check if we are tracking the quest if not we shouldnt show the quest update VFX
Created a new anim notify for playing footstep sounds because the built in unreal one inexplicably doesn’t support sound attenuation.
Fixed Sound effects on the goblin, passing the rest of the creatures off to Megan to finish.
Added code to the Player quest updated event to check if we are tracking the quest if not we shouldnt show the quest update VFX
Created New color variables to allow us to update the color of the notification VFX for different reasons like quest failed, succeeded, started, updated, Skill up, Level Up Ready etc
Bound events to Quest Failed and Quest Started, and branch completed.
Updated the notification vfx to turn off scale color
Fixed the non attenuated death sounds from creatures
Fixed the non attenuated parry sounds from NPCs not really an issue if you are up close, but if you see two npcs fighting far away the sounds would play as if you were right next to them.
Fixed the bug where the ghost, undead knight, goblin not updating their EnemyKilledTask when killed by the player
Created the default player class SkillClass_PlayerDefault.
Set the new default player class to stop the errors from the Stats system setup, will need to replace when character creation is functionable.
Fixed missing metasound for hitting armor when the hit is a fail
Fixed Null ref to owning character ref in the base object
Added an is valid check to the player character when updating the wrist UI as it was throwing an error.
Got new animations for the greater golems and retargeted them, passing them off to Megan for implementation.
Fixed a missing audio file for failed hits for the goblin club
Added another collision primitive to the goblin club to help stop its endless rolling.
Fixed a bug in our Semi procedural music system that was causing it to only ever play 1 track
Created a new concurrency asset for the music manager
Added some error handling to deal with name overrides in the BTSG name component
Added a killer reference to the death event so we know who or what killed something
Created a new narrative data task for Kill Enemy Type
Added some error handling to deal with name overrides in the BTSG name component
Added a killer reference to the death event so we know who or what killed something
Created a new narrative data task for Kill Enemy Type
Minotaur nose steam bug fixed
Creature tutorial barks are now in!
Fixed a bug where non enchanted items would sometimes show magic effects due to a null value from the spell data table
Fixed a bug where enchanted weapons wouldnt show their charge bar
Added a new function called GetEnchantedMagicEffectsCost to the magic function library
Fixed a bug where non enchanted items would sometimes show magic effects due to a null value from the spell data table
Fixed a bug where enchanted weapons wouldnt show their charge bar
Added a new function called GetEnchantedMagicEffectsCost to the magic function library
Fixed the bug where enchanted items were only costing a small amount of charge per hit, we were doing a simple calculation based on base magic cost instead of a proper skill check and magic cost calculation.
Fixed the bug where hitting a merchant shelf would produce blood as if hitting an npc.
Fixed the bug where potion bottles were making impact sounds when walking with them.
Fixed bug where you couldnt add items to the shop selling area
Fixed bug where adding items to a container wouldnt refresh the container
Fixed bug where the spawned inventory of drawer containers spawned inside of the mesh
Fixed the bug where attempting to sell a potion the potion mesh on the merchant stall would not have the correct material.
Fixed the bug where ingredients produced a metallic sound when hit.
Modified the Player hitting weapons metasound to adjust volumes and pitches
Added variety to the weapon hits sounds
Adjusted the placement of the weapon racks in the endless arena they were causing pathing issues
Replaced the old dummy quivers in the arena with the new ones
Implemented a new system to reset the endless arena weapons after 10 kills.
Fixed the stretching on the remaining armor pieces for female clothing and armor
Fixed a bug in the narrative data task for adding items to the inventory in the inventory component
Created a new parent object for quivers using the new filled quiver art.
Fixed the stretching on the remaining armor pieces for female clothing and armor
Fixed a bug in the narrative data task for adding items to the inventory in the inventory component
Created a new parent object for quivers using the new filled quiver art.
Programmed the new system for dealing with adding arrows from quivers to the inventory.
Fixed issue with Serfinas skin ended up overhauling the entire parent material a bit, uses less texture samples now and properly exposes lip color control.
Spent the rest of the day working on solving the weird clothing stretching issue on all our clothing, we’ve solved this problem several times, but our base mesh has changed a few times. Turns out the issue isnt just the bone reduction some of the skin weights were just terrible on our meshes. All the male clothing is now fixed, also all the female clothing for the characters in the undercroft.
Fixed issue with Serfinas skin ended up overhauling the entire parent material a bit, uses less texture samples now and properly exposes lip color control.
Spent the rest of the day working on solving the weird clothing stretching issue on all our clothing, we’ve solved this problem several times, but our base mesh has changed a few times. Turns out the issue isnt just the bone reduction some of the skin weights were just terrible on our meshes. All the male clothing is now fixed, also all the female clothing for the characters in the undercroft.
Worked on a bunch of the setup for the new quiver of arrows system to replace the old stack of arrows system that basically worked like a harvestable
Fixed the bug where you couldnt tip grip a two handed weapon with the opposite hand. Bug turned out to be a bug in VRE actually, but i found a workaround.
Added a tag to the inventory shelf called InventoryShelf
Worked on a bunch of the setup for the new quiver of arrows system to replace the old stack of arrows system that basically worked like a harvestable
Fixed the bug where you couldnt tip grip a two handed weapon with the opposite hand. Bug turned out to be a bug in VRE actually, but i found a workaround.
Added a tag to the inventory shelf called InventoryShelf
Fixed the bug where the player couldnt directly add things to the inventory shelf if it was overlapping when the shelf was created.
Fixed the bug where the new wand attunement sounds wouldnt play until the inventory was closed.
Quest markers now follow npcs even if they are killed
Quest markers now properly disappear at a distance
Fixed missing attenuation settings for creature breathing sounds
Fixed a bug where repair benches would create hit VFX continuously when the hammer was resting on the item to repair
Added the fail hit sound to repair benches
Fixed missing attenuation settings for creature breathing sounds
Fixed a bug where repair benches would create hit VFX continuously when the hammer was resting on the item to repair
Added the fail hit sound to repair benches
Fixed a bug where repair benches would spam the failed hit sound
Added in a countermeasure for the wrist wiggling exploit that some testers have done while trying the combat.
Moved the inventory back 15 units, its original design was supposed to take up almost the entire field of view, but as the inventory system changed over time it ended up being way too close and taking up almost double a normal fov.
Modified the physics settings a bit on shields to help prevent the weapons from sometimes sticking into them when banging them together, it not perfect and its not gonna be without much more expensive physics, but its better than it was at least.
Fixed the bug in the alchemy system where when creating a potion a successful potion would sometimes make the fail sound.
Implemented the new spell failed due to insufficient velocity and spell failed due to insufficient magic meta sounds.
Implemented new metasound for using an ineffective weapon against an enemy such as iron swords against a ghost.
Created a new metasound for wand attunement
fixed the issue of not being able to add arrows to the inventory shelf
Hooked up the code for the new wand attunement metasound
Bug fixes from recent external play test
Fixed the bug where arrow wrist pivots caused broken wrist visuals when nocking an arrow
Fixed the bug where grabbing an arrow from a quiver resulted in an incorrect grab location
Fixed the bug where rune overlap spheres were showing in game,
Fixed the bug where arrow wrist pivots caused broken wrist visuals when nocking an arrow
Fixed the bug where grabbing an arrow from a quiver resulted in an incorrect grab location
Fixed the bug where rune overlap spheres were showing in game,
Fixed the bug where summoned things would never have their breathing sounds disappear.
Added a new Interface event called BTGS_IsCompanion
Added a new interface event called SetSummonOwnerRef
Added a new interface event called OverrideBehaviourTree
Removed a hard ref to the melee component in the T_RollBackwards AI Task
Removed a hard ref to the base object in the combat status component
Removed a hard ref to the equipment component in the S_SettingAnimalBehaviour AI Service
Fixed Summoned companions not fighting for you sometimes
Fixed summoned companions not following you
Fixed the bug where NPCs in combat didnt look at the thing attacking them they would always look at the player
Updated Creature combat to update their combat status as soon as they are brought up for play previously they waited for the AI to tick which looked like a bug because a summoned creature might sit around for a whole second before doing anything.
Added code to the Summon creature magic effect to override the behavior tree of the creature being summoned.
Replaced all the references in the AI controller searching for if the owner was a companion with our new code because it was previously a cached value, that should be able to change at any time like if you cast a spell on a creature to fight for you for instance that would be a temporary companion.
Added an on dropped event to the base object bound to staves and wands because if you dropped a staff or wand that was charging its effect it would stay active and never be destroyed
Fixed a bug in how staves were calculating the cost of their casts
Fixed a bug where adding a staff to your inventory would set its charge back to 100 percent
Fixed an item duplication glitch caused by missing player tags on weapons that run out of charge.
Added a seperate function to calculate the cost of staff spells as they were still way too overpowered
Fixed bug where you could Enchant already enchanted items.
Fixed bug where you could enchant wands and staves
Fixed bug where the player hands would freeze if you opened the inventory while holding the compass
Added the actor tag InfoBook to all the info books
Disabled potion cork collision when dropping a potion bottle as the bottle was colliding with the cork and causing the physics to go crazy
Fixed the bug where removing a key from your inventory would relock a previously unlocked lock
Imported the Audio for the announcer tutorial lines into the engine.
Created the dialogue asset for the announcer
Created the Quest asset for the Pre alpha tutorial
Created a data task to track when we first encounter enemy types
Updated the name components on all the creatures for the pre alpha
Getting Ready for the closed pre alpha Launch!
Condensed hundreds of mannequin materials into 1 master
Fixed the non looping idle anim on the AI passive AnimBP
Added a toggle to turn the visibility of the gold at the top of the inventory shelf on or off depending on if the player has gold or not to reduce confusion (Good idea Megan!)
Condensed hundreds of mannequin materials into 1 master
Fixed the non looping idle anim on the AI passive AnimBP
Added a toggle to turn the visibility of the gold at the top of the inventory shelf on or off depending on if the player has gold or not to reduce confusion (Good idea Megan!)
New Armor Equiping system is working!! Added a lot of code and ripped out a bunch of old code too much to put here, I was on a roll!
Got our sound booth set back up.
Recorded the first draft audio for the pre alpha tester tutorial videos.
Recorded the announcer lines for the in game pre alpha tutorials.
Edited and chopped up the 94 audio files for the above.
Fixed the bug where damaged weapons and armor looked.. completely fucked up in the inventory.
Fixed the bug where items would use their lowest lod in the inventory
Fixe the bug where items in the merchant shelves used their lowest lods.
Fixed the bug where damaged weapons and armor looked.. completely fucked up in the inventory.
Fixed the bug where items would use their lowest lod in the inventory
Fixe the bug where items in the merchant shelves used their lowest lods.
Fixed the missing collision on Armor_C_Lower_Set_001_Head
Fixed the incorrect pivot on Armor_C_Lower_Set_001_Head
Turned off the old debugging for armor equipping
Added an interface event for GetMotionControllersFromPlayer_OnInterface
Fixed the bug where damaged weapons and armor looked.. completely fucked up in the inventory.
Fixed a bug in the wrist Ui causing a null value for the incoming actor information
Started work on the new armor equipping system.
Fixed the bug where the hands wouldn’t animate in the menu.
Cleaned up some of the material usage in the inventory shelf.
Fixed the bug where staff and wand effects didnt show on the wrist UI
Fixed the bug where the hands wouldn’t animate in the menu.
Cleaned up some of the material usage in the inventory shelf.
Fixed the bug where staff and wand effects didnt show on the wrist UI
Removed a hard ref to a weapon that was in the harvestable base for some reason.
Fixed the issue of our weapons feeling floppy after being added to the inventory and then retrieved, we weren’t overriding our mass value and it was being scaled when brought from inventory scale to world scale. All our weapons now have mass override values applied at construction time, this has the added benefit of allowing us to better tune how each weapon type feels. For instance arrows no longer feel floppy at all!
Fixed the bug where Recharging something with a Heart Shard would stretch the players arms
Fixed the bug where the Heart shard shatter particle effect was placed incorrectly based on the size of different shards.
Worked on the sound effect and particle effect for the Heart Shard Recharge still not really happy with the sound effect, but the particle effect is much better than it was!
Condensed some of our VFX materials down, gonna require a bit of time to do the rest gonna have to get back to those due to their implementation.
Spent all day trying to solve our scaling issues with our inventory. Before we used the VR expansion kit plugin our items grew when you grabbed them from the inventory, but when we implemented that years ago we found that it caused the hands to get flung away from the character so we disabled it and just snapped the actor to 1 while also attaching the actor to the hand. The only issue was that it meant all actors would get grabbed at the pivot which looked especially bad on weapons causing the player to have to readjust their weapons after leaving the inventory which just felt terrible, that has now been solved.
Condensed some of our VFX materials down, gonna require a bit of time to do the rest gonna have to get back to those due to their implementation.
Spent all day trying to solve our scaling issues with our inventory. Before we used the VR expansion kit plugin our items grew when you grabbed them from the inventory, but when we implemented that years ago we found that it caused the hands to get flung away from the character so we disabled it and just snapped the actor to 1 while also attaching the actor to the hand. The only issue was that it meant all actors would get grabbed at the pivot which looked especially bad on weapons causing the player to have to readjust their weapons after leaving the inventory which just felt terrible, that has now been solved.
More shader optimizations
Spent today finishing up our shader permutation optimizations. Basically got a 99 percent reduction in cooked shaders!
Shader permutation reductions
Created a tool to reparent some of our material instances to a few different master materials.
Removed phong lighting static switch from our lighting we are basically never gonna use per vertex so its just creating unneeded permutations.
Spent like 12 hours today creating tools, new master materials, and optimizing our existing materials. I’ve reduced our dependence on static switches across the board.
Created a tool to reparent some of our material instances to a few different master materials.
Removed phong lighting static switch from our lighting we are basically never gonna use per vertex so its just creating unneeded permutations.
Spent like 12 hours today creating tools, new master materials, and optimizing our existing materials. I’ve reduced our dependence on static switches across the board.
More bug fixes
Fixed bug related to collision where the dummy quivers wouldnt show up on the wrist UI
Fixed Bug where arrows taken from dummy quiver would collide with the player mesh and cause the physics to freak out
Fixed a bug where the player could shoot stacks of arrows as a single object
Fixed bug related to collision where the dummy quivers wouldnt show up on the wrist UI
Fixed Bug where arrows taken from dummy quiver would collide with the player mesh and cause the physics to freak out
Fixed a bug where the player could shoot stacks of arrows as a single object
Fixed a bug where the player could knock stacks of arrows
Fixed a bug where the outline for loading an arrow would show up if holding a stack of arrows
Fixed a misaligned bow grip line on the iron bow
Added interface event called SendArrowHeld_OnInterface and PlayerHoldingArrow_OnInterface to the BTGS interface to help us fix the bug where if the player is holding an arrow and then picks up a bow the arrow rest outline doesnt show up.
Fixed a bug where if the player picked up a bow after the arrow the arrow placement outline wouldnt show up.
Fixed missing sounds on the Armor Repair bench
Fixed particle effect size on the weapon repair bench
Fixed bug where the particle effects on the armor and weapon repair benches were spawning attached to the hammer.
Added randomized rotation to the hit particle effect on the armor and weapon repair benches.
Refactor of Wrist Ui
Wrist Ui is now working for option items again after refactoring code from player character to the wrist UI widget BP.
Updated all the descriptions and option texts for all the option items.
Added tag called door to base door
Wrist Ui is now working for option items again after refactoring code from player character to the wrist UI widget BP.
Updated all the descriptions and option texts for all the option items.
Added tag called door to base door
Added tag called SpellJar to spell jar base object
Added tag called OptionItem to base option item
Added tag called Container to both the lever container base object and the combo container base object
Added tag called DummyQuiver to the base dummy quiver object
Added tag called Bed to base bed object
Added tag called Planter to base planter object
Added tag called Harvestable to base Harvestable object
Changed the code for the wrist UI when referencing doors to show if the player has the key for the door
Fixed the door locking code it was previously automatically unlock when you had the key instead of it being a physical action the player would take.
Modified the Base door object to act as a real door instead of a load door if there is no loading location set meaning that the door will swing open or closed when interacted with
Fixed a bug where arms would stretch weirdly when opening doors.
Fixed a bug where hiding the wrist UI wasnt clearing previous information
Fixed the variable type on the wrist UI function input for the HideWristUI function
Updated the name component default for barrels to actually say barrels
Turned off the overlaps on the dummy quiver arrows
Wrist UI now shows arrow information from the dummy quivers
Added an interface event for GetNameOfArrowsFromDummyQuiver_OnInterface
Renamed GetSpellFromSpellJar_OnInterface to GetSpellToGrantFromItem_OnInterface for better clarity seeing as we are also using it now on base objects
Spell scrolls now properly show what spell they will cast when used
Added tag called RepairHammer to the base repair hammer objects
Fixed a bug in the Weapon repair bench where the optimization component was setting the collision profile of the hammer incorrectly
Added the Action text “Harvest” to harvestables on the wrist UI
Added tag called Compass to the player compass
Added the BTGS Interface to the Player compass
Refactor of Wrist UI mostly done, everything I’ve tested so far works.
Fixed bug where regular books were invisible when dropped
Fixed the Book bug where pages would sometimes stick through the cover of the book or leave a giant gap in between the cover and the pages!!
Found a nice work around for the player hands sometimes sticking through the books.
Added the code in for cutting the player speed when they are using a great shield, its been written for a bit that that’s what happened and we apparently forgot to actually program it.
Added in the tag GreatShield to each of the great shields in the Item data table
Added UpdatePlayerHoldingGreatShield_OnInterface event to BTGS interface
Added the code in for cutting the player speed when they are using a great shield, its been written for a bit that that’s what happened and we apparently forgot to actually program it.
Added in the tag GreatShield to each of the great shields in the Item data table
Added UpdatePlayerHoldingGreatShield_OnInterface event to BTGS interface
Added potions to the new systems test map.
Fixed a bug where ingredients were showing a charge bar on the wrist UI
Fixed a bug where the staff was not showing a charge bar on the wrist UI
Fixed a bug where wands were showing a charge bar on the wrist UI
Added a value called fist to the hand anim state Enum our previous method of animating the player hand when they werent holding anything broke a while ago due to the hidden fist weapons.
Players can now make a fist again!
Added code to set hand anim state to Fist when spawning the fist weapon on left or right hands
Reimplemented the hand bloom when reaching for an object
Hands now properly close when you are holding nothing
Fixed bug where only the right player hand would close
Fixed a bug where movement would cause the players hand to return to a non animated state
Fixed a bug where a player making a fist would still bloom their hand
Fixed a grip line misplacement on the elven long sword
Fixed a bug where the charge bar showed up on the Wrist UI when attempting to harvest flowers
Fixed a bug where the charge bar showed up on containers
Found what’s causing harvestables and containers to sometimes have their wrist UI information disappear completely, but is gonna require refactoring a bunch of code from the player to the wrist UI itself which is where it should have been all along frankly.
Migrated the content example room builder tool for us to make a better systems test map the old one was scattered with components of half built systems we need a map that is just all the working systems that’s nice and clean for testing purposes.
Updated the north marker actor to actually use a letter N mesh and an arrow for visibility in levels.
Ui Bug fixes
Fixed Color issue on jar version of conjuration spells
Fixed naming issue on summon sword spell
Fixed a broken spell VFX for the shock spells that a previous optimization broke
Fixed Color issue on jar version of conjuration spells
Fixed naming issue on summon sword spell
Fixed a broken spell VFX for the shock spells that a previous optimization broke
Fixed missing elements and incorrect scale on hand VFX for frost spells
Fixed a bug where spell details didnt show up on the wrist UI
Fixed a bug where the Item effects/description carousel were never animating and switching in the menu.
Added spell cost to the wrist UI when the player put their hand over a spell jar.
Fixed a bug in our spell cost equation which was causing some spells to return a zero spell cost.
Adjusted the cost of the frost fall spell it cost way too much like uncastable by any character too much.
Adjusted the cost of the detect life and fortify short blade spells they were basically free.
Updated the descriptions of all the spells used by the pre alpha now that the description box is working again it was easy to notice that they were all still incorrect.
Fixed a bug where potion materials were not applied to the bottle while in the inventory
Fixed a bug where the tutorial invisibility potion had incorrect override materials.
Fixed the bug where potion bottles would fall through the floor.
Fixed the bug where potion corks could be pulled from a bottle in the world that you weren’t holding with your other hand, which lead to frequent frustration when trying to pick up bottles.