BPVM Snack Pack #1 - What is a Blueprint, Really?
That Blueprint you just created? It's not actually the class. It's more like a recipe. Here's the real structure behind it.
That Blueprint you just created? It's not actually the class. It's more like a recipe. Here's the real structure behind it.
A deep dive into creating a fluent-style state machine framework for Unreal Engine with powerful macro-based syntax that handles nested replication and provides elegant builder patterns.
An honest exploration of setting up Claude Code with MCP servers for development tool integration, including real-world challenges, limitations, and what actually works in practice.
Every indie game developer knows the pain of packaging and deploying their game. This post explores how to set up a free local CI/CD pipeline using TeamCity to streamline your project workflow.
Sword? Slash. Hammer? Smash. Gun? Shoot. Bow? Draw. Staff? Cast. Shield? Block. Fist? Punch. Foot? Kick. Intuitive and simple, what's the problem? Well we need to program it, no, not 7 if-switches in Character class, we don't do that anymore, instead, we are doing something 10x more complicated, buckle up.
Digital sound is a signal, and it's all about signal processing.
Looked into the Plugins in Lyra so you don't have to. They were compiled together with related documentations to ease searching
Target.cs, Build.cs, Configs, Modules, what in the world is going on?
A feature has been finished beautifully, and let's submit it and call it a day. Oh wait...
You can extend the editor and engine like that? What about all the wheels I reinvented?