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.
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
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.
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
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.
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.
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.
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.
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.
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
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.
Changed the way we are getting a neutral look target for NPCs
Fixed the bug we’ve been having for years where sometimes NPCs use the wrong LOD
Fixed the female scaled armor set it was using meshes scaled to fit the metahuman male for some reason
Changed the way we are getting a neutral look target for NPCs
Fixed the bug we’ve been having for years where sometimes NPCs use the wrong LOD
Fixed the female scaled armor set it was using meshes scaled to fit the metahuman male for some reason
Added in code to hide/show hair if helmet is equipped on NPCs
Fixed bug where allow repeat toggle in endless spawner only worked on creatures
Added the code for updating the number of creatures or NPCs killed.
Refactored the code for Equipping items went from a giant graph to a single line function!
Refactored the code for unequiping items
Added a backup execute console command for if the r.SkeletalMeshLODBias gets set to 1 as it has been
Fixed bug where NPCs continue to try to attack the player after they are dead
Fixed the bug where NPCs would disappear if you got super close to them
Created a custom camera fade seeing as the player camera manager built into unreal doesnt seem to work on android anymore.
Fixed a bug where NPCs didnt have a neutral head pose.
Fixed a bug where set deny gripping wouldnt work when adding a weapon to the players back
Fixed an enormous texture map in the hellhound.
Fixed a bug where NPCs didnt have a neutral head pose.
Fixed a bug where set deny gripping wouldnt work when adding a weapon to the players back
Fixed an enormous texture map in the hellhound.
Fixed a bug where creatures were running the same blinking code as human npcs
Fixed a bug where creatures were running the same code for head targeting as human NPCs
Fixed duplicate mesh bug in NPCs
Fixed male underwear bug where
Fixed incorrect idle animation on sand golem
Fixed the issue where the greater sand golem still had their dust particle effects playing after death
Fixed the scaling issue on the greater sand golem
Fixed bug where bow strings would stay attached to dead npc hands
Fixed bug where ranged component would become invalid in the combat ABP
Fixed bug where the controller haptic effect would fail to get a valid controller to play the effect on
Cleaned up the setup armor anims event in the player character, it was referencing the old armor equip system
Removed the old EnableArmorOverlaps event in the player character
Removed the old DisableArmorOverlaps event in the player character
Removed all the old armor overlap volumes on the player character
Removed old testing clothing references form player character
Removed hard ref to failed spell cast vfx
Added a new interface event called PauseNPCRoutineOnInterface to the BTGSAI_Interface
Changed how we are getting velocity when casting spell scrolls to fix a bug where the velocity returned zero
Added an extra update player values check in attempt to fix the bug where the player health and magic values dont update when switching levels.
Added interface event for IsTwoHandedWeapon_OnInterface
Fixed the following things from recent playtest
NPC skin is flickering are we rendering two npc bodies?
NPC magic animations are still jerky
NPC weapons are failing to simulate physics sometimes, seemingly when they are in the middle of an animation.
The Wrist UI is updating all value except for the player gold and the health and magic values, specifically noticed that if the player changes levels the issue shows up such as when you die or if you travel from the shader compile map to the actual arena. Perhaps makes sense then why it doesnt happen on pc, in pie you dont really change levels in the same way as on android, should try it on a windows build and see if it still happens.
Spell scroll does not work. Not enough magic perhaps?
Sound effect for failing to hit ghost doesnt play
Sometimes on death npcs arrows remain attached to their hand if they were mid draw
NPCs bow string stays attached to their hand if they die mid draw
When the player is hit with the default damage swirl effect the game performance drops need to check material and niagara complexity for that effect
Need to fade in the NPC crowd reactions they come in rather abrupt
Viridium wand spell spawn location is bad, socket is probably just in a bad location
There is a bit of lag when NPCs first spawn in and a lag when opening the player side arena gates
NPC side area gates stay open
Flying half vampire is missing their inventory
Weapons held in the left hand dont seem to drop upon player death
Goblin club needs to make a wood sound not a metal sound
Goblin club is marked as two handed
Chitin staff is non functional, if its used it goes to the inventory immediately as if its out of charge or damaged, not sure whats happening also causes NPCs to act strange because they try to use it, it fails then they pull it out again.
Fire Golem tutorial played more than once
Sand golem tutorial played more than once
Spider tutorial played more than once
Minotaur tutorial played more than once
Flames spell is over powered need to increase magic cost or reduce damage
Archery feels great, but is clearly the weakest of the weapon types
NPCs can be damaged by weapons on the ground on one occasion an npc walked into a shield which qualified as a knock down making it look like they tripped which was cool but unintended
Two handed weapons feel kind of bad they bounce off a lot
Sand golem dust particle effects are still playing after death
Noticeable performance drop when looking at the hell hound no idea why
Need to clean up npc bodies after some amount probably like 15
Moar bug fixes
removed a bunch of hard refs across the project
Made the potion pour material more performant and updated the code to make the potion liquid the same color as the liquid in the bottle.
Fixed some broken potion materials
removed a bunch of hard refs across the project
Made the potion pour material more performant and updated the code to make the potion liquid the same color as the liquid in the bottle.
Fixed some broken potion materials
Fixed missing sheath sound effect selection code
Fixed missing inventory category label
Fixed poor quality lods on inventory categories
Fixed the bug where the inventory showed more than 2 decimal places.
removed NPC underwear models from creatures
Fixed missing variable in check for key function in player character
Fixed wolf blendspace our of bounds issue
Fixed a bug where containers would attempt to set a weight value
Fixed bug where npcs wouldnt attach wands to their hands properly
Fixed the bug where NPC loot shelves would sometime spawn way above their bodies out of the players reach
Fixed a bug where the player could get shot into the crowd when looing an NPC
Fixed bug where npcs wouldnt drop their weapons when dying
Set the player skills lower by default some of the, were set super high for testing
Fixed a bug where you could add gold to your inventory without destroying it form the world
Raised ambient volume of crowd
Fixed a bug where the NPCs melee component would return null
Fixed a bug where the actor ref might be invalid when attempting to set the visibility of the stolen icon on the wrist UI
fixed bug where skill would be invalid in information book
fixed bug where spawned fail hit sound would be invalid before playing
fixed a bug where the combat status component could become invalid
Fixed a bug where the tutorial line for arrow quivers would player more than once
Fixed a bug where you couldnt pull a weapon off a dead npc
Fixed a bug where the arrow outline would stay visible on the bow if you added it to you inventory
Played the game for a session of over an hour and a half with no crashes or audio drops and was able to kill over 100 NPCs before performance became unplayable. Need a system to clean up bodies after a set time.
Removed a hard ref to the inventory component on the lock component
removed hard refs to quests in the cheat manager
Cut the memory size of the player journal in half
Removed a hard ref to the inventory component on the lock component
removed hard refs to quests in the cheat manager
Cut the memory size of the player journal in half
Added the npc underwear models and the code to turn them on
Removed a hard ref to the merchant zone in the cheat manager
Removed a hard ref to the MAX NPC in the Cheat manager
Added interface event for SetMaxAttackingOnInterface to the BTGS AI Interface
Removed a hard ref to the merchant zone in the cheat manager
Removed a hard ref to the MAX NPC in the Cheat manager
Added interface event for SetMaxAttackingOnInterface to the BTGS AI Interface
Removed a hard ref to the BP AI Parent in the cheat manager
Removed a hard ref to the BP AI Parent in the BP_MainArenaCheatMenu
Removed a hard ref to the BaseObject in the cheat manager
Removed a hard ref to the HarvestableBaseObject in the cheat manager
Removed a hard ref to the BP_PointLight in the cheat manager
Removed a hard ref to the BP_PointManager in the cheat manager
Removed a hard ref to the AlchemyWorkbenchV4 in the cheat manager
Removed a hard ref to the WeaponRepairBenchV3 in the cheat manager
Removed a hard ref to the ArmorRepairBenchV3 in the cheat manager
Removed a hard ref to the BP_EnchantingBench_V2 in the cheat manager
Removed a hard ref to the BP_DirectionalLight_New in the cheat manager
Removed a hard ref to the BP_ComboContainerBase in the cheat manager
Removed a hard ref to the LeverContainer_BaseObject in the cheat manager
Removed a hard ref to the BP_Station_Base in the cheat manager
Removed a hard ref to the BP_NPC_Manager in the cheat manager
Removed a hard ref to the BP_PlanterPotBase in the cheat manager
Removed a hard ref to the function library and replaced it with the magic function library in the SpellInventory component
Removed a hard ref to the BP AI Parent from the base door
Removed a hard ref to the Cell State Manager from the base door
Added missing data task for breaking weapons tutorial
cut up the rest of the missing audio lines and imported them into the engine
Added in the missing quiver tutorial information.
Added missing data task for breaking weapons tutorial
cut up the rest of the missing audio lines and imported them into the engine
Added in the missing quiver tutorial information.
Fixed a bug where tutorial lines would override other tutorial lines
Fixed missing spell scroll tutorial
Fixed a bug where the staff charge VFX would never despawn
Fixed a bug where tutorial lines would override other tutorial lines
Fixed missing spell scroll tutorial
Fixed a bug where the staff charge VFX would never despawn
Fixed the bug where player could move fast during time dilation
Moved the player and NPC starts
Fixed a bug where NPCs would not run out into the arena
Fixed a bug where npcs couldnt spawn back to back
Fixed another bug where the staff charging vfx wouldnt be destroyed
Fixed a bug where we werent updating the player speed properly
Removed the tutorial code from the silver wand and added it to the base object
Fixed the bug where the player couldn’t get close to the inventory shelf they would get pushed away from it causing disorientation.
Fixed a bug where ingredients were always referenced as Heart Shards to narrative.
Removed the tutorial code from the silver wand and added it to the base object
Fixed the bug where the player couldn’t get close to the inventory shelf they would get pushed away from it causing disorientation.
Fixed a bug where ingredients were always referenced as Heart Shards to narrative.
Fixed missing concurrency on eating and drinking sounds
We apparently never plugged in the ability for players to actually activate the first magic effect from an ingredient if they ate it.
Fixed missing concurrency on arrow impact sounds
Added a variable to the base object for if a weapon is currently holstered, we had a way to track if we should be trying to holster something but not a way to see if it was currently in a holster.
Added the missing weapon draw from holster sound effect
Added code to spawn the missing shield back holster
Added variable for shield back holster
Modified the GetBackHolstersFromPlayer_OnInterface Event to include the shield holster
Fixed the bug where you could add shields to the left and right shoulder holsters
Fixed bug where eating and drinking sounds would not play until after the inventory was closed
Fixed the bug where the background music paused while in the menu
All the current tutorial stuff works!!!
Added a label to the bottom of the Mini player model to show the current armor rating of the player.
Tutorial Stuff!
Fixed a bug where the bow draw string metasound was being destroyed causing bows to not make sound.
Fixed the bow draw string metasound spawn type it was previously spawn at location which made no sense, its now spawn attached to the bow string center
Added a larger grip cylinder to the player quiver to make it much easier to grab arrows.
Fixed a bug where the bow draw string metasound was being destroyed causing bows to not make sound.
Fixed the bow draw string metasound spawn type it was previously spawn at location which made no sense, its now spawn attached to the bow string center
Added a larger grip cylinder to the player quiver to make it much easier to grab arrows.
Fixed the bug where back quivers didnt work.
Fixed the weirdly rotated grip when the player was gripping the bow string. Less wrist broken.
Created narrative data tasks for FirstEncounteredArmorType, FirstEncounteredInput, FirstEncounteredOtherObjects, FirstEncounteredSpellType, and FirstEncounteredWeaponType.
Created a new enum for shield type
Added code to the base object for the tutorial when first encountering a type of weapon
Added code to the merchant zone for tutorial first encounter
Added code to the alchemy workbench for tutorial first encounter
Added code to the armor repair bench for tutorial first encounter
Added code to the weapon repair bench for tutorial first encounter
Added code to the enchanting bench for tutorial first encounter
Fixed missing concurrency settings on the spell jars
Added code to the spell jars for tutorial spell type first encounter
Fixed missing concurrency settings inside the weapon and armor repair hammers
Added code to the base object for tutorial when first encountering a type of armor
Added code to the base object to update the number of objects recharged in narrative
Added code to the base object for tutorial when first encountering potions
Added code to the base object for tutorial when first encountering Heart Shards
Added code to the the player for tutorial when first encountering inputs
Added code to the base object for tutorial when first encountering staff or wand casting
Added code to the base object for tutorial when first encountering scroll casting
Added code to the player for tutorial when encountering the spell casting system
Pre alpha weapons tutorial functional
Created new concurrency settings for Global, Foot Steps, Creature Idles, Magic, UI, and combat impacts.
Implemented the Arrow firing meta sound, we were previously using a single sound for every arrow type
Created a new Enum for Armor Set
Created new concurrency settings for Global, Foot Steps, Creature Idles, Magic, UI, and combat impacts.
Implemented the Arrow firing meta sound, we were previously using a single sound for every arrow type
Created a new Enum for Armor Set
Created a new Enum for weapon set
Added the new enums to the item definition for the data table.
Implemented the new concurrency settings across the project.
Set the fire golems VFX to get destroyed when they die.
Set the spider mouth poison drip VFX to get destroyed when they die
Set the ghost VFX to get destroyed when they die.