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Posts by Christian Wheeler

Spider Locomotion Gameplay System Overview
Spider Locomotion Gameplay System Overview YouTube video by SupernerdX

Procedural Spider Locomotion System 🕷️

My first fully C++-driven gameplay system in Unreal—handling surface-aligned movement across floors, walls, & ceilings + procedural leg animation.

Focused on stability, responsiveness, and modular design.
www.youtube.com/watch?v=iI-g...

#gamedev #cpp

2 weeks ago 6 2 0 0

I started with C# scripting in Unity, then switched to Blueprints in college. I love Blueprint for prototyping and visualization, but C++ gives me custom Blueprint nodes and cleaner OOP architecture to scale systems. It’s not one vs the other. IMO the power is leveraging both systems.

2 months ago 1 0 0 0
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Spider locomotion driven by UE5 Control Rig. A delta-time cycle drives the animation by offsetting each leg’s end position into the future (t + offset), projecting where the foot should land and moving legs sequentially for smooth procedural motion.

#indiegame #UE5 #ControlRig #animation #devlog

2 months ago 3 1 0 0
Procedural Spider Animation Using Control Rig
Procedural Spider Animation Using Control Rig YouTube video by SupernerdX

New phase begins: enemy AI. Our first creature is a spider-inspired enemy designed for the Mayan ruins. Focusing on traversal, detection, and combat behaviors.
youtu.be/pIPg9a4mCeU

tutorial and model by: Lincoln Margison
www.youtube.com/watch?v=E23z...

#gamedev #indiegame #UE5 #devlog

2 months ago 10 3 2 0
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Hey yall Quick update!
I finished adding multiplayer replication to my building system. Item data is driven by a DataTable, placement is server-authoritative, and clients sync via RepNotify using only item IDs and transforms, keeping everything efficient and in sync.

2 months ago 1 0 1 0
Building System V01
Building System V01 YouTube video by SupernerdX

Here is the first complete iteration of the build system.
It's a fully modular, data-driven system that uses a single Blueprint to spawn instances at runtime. It supports grid-snapped and freeform placement, along with an edit mode for modifying objects without respawning.

youtu.be/-3vrsUvIXhs?...

2 months ago 1 0 1 0
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Clockwork Animals Pack Demo VideoDocumentationDiscord This package contains three small clockwork critters, with textures, audio, and animations to go with them. These creatures are capable of both wandering around as AIs ...

Bird model by:
Sean Dachtler

fab.com/s/648272fa281e

2 months ago 0 0 0 0
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Forward declarations are a way to tell the compiler that a type exists without including its full definition.

headers only need this “promise” when storing pointers or references, while the .cpp includes the full header so the compiler knows the class details when compiling function logic.

2 months ago 0 0 0 0
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Day 3: The Pawn Class

Concepts covered:
Enhanced Input for movement
Forward declarations
Components

Today’s toughest concept was forward declarations.
I’ve shared my current understanding in the reply below.

2 months ago 0 0 2 0
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I created a Sin and Cos pure function and exposed it to Blueprints. Variables such as Amplitude and Time Constant are also exposed to the Editor and to object instances for further customization within the engine.

2 months ago 0 0 1 0
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Day 2: Actor Class and Moving object with code

Concepts covered:

Overloading Variables and Functions
Templated Functions
Exposing Variables and Functions to Blueprint
Custom Header Files
DefaultSubObjects
UPROPERY Specifiers

2 months ago 0 0 1 0

Today was an overview of how C++ works in UE5.

Concepts covered:

Basic Unreal setup: UCLASS(), UPROPERTY(), UFUNCTION(), GENERATED_BODY().
-Module macros (MYGAME_API).
-Header vs. C++ files.
-Virtual functions, overrides (polymorphism).
-Scope resolution operators.
-Pointers and null pointers.

3 months ago 0 0 1 0
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a cartoon of spongebob sitting at a desk with the words i 'm doing it ALT: a cartoon of spongebob sitting at a desk with the words i 'm doing it

Today is the day I start learning C++ for Unreal Engine. I intend to share daily updates on my progress.

3 months ago 2 0 1 0
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After establishing the initial building system, I developed an inventory that lets players choose which objects to place. This entire system is managed through a data table, enabling designers to easily add or remove objects without modifying the widget blueprint or the underlying code.

3 months ago 0 0 1 0

Haha yeah...

3 months ago 0 0 0 0
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We want players to find cosmetic items, such as furniture, while exploring the mines. So I developed a first-person building system inspired by No Man's Sky, Animal Crossing: New Horizons, and Valheim. We wanted to feature object clipping so players could create new items from existing parts.

3 months ago 0 0 1 0
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Once multiplayer was functional, I focused on replicating our digging system on both the client and server sides. For this digging system, we are utilizing the Voxel Plugin.

3 months ago 1 0 1 0
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After completing the jam, we transitioned the project to Unreal Engine 5.6. I began by incorporating multiplayer functionality using the Steam SDK and the Advanced Sessions plugin. This is my first experience with a multiplayer project, so I was very pleased with the outcome of the server hosting.

3 months ago 2 0 1 0
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On The Nose by Justice Shultz, dickflickem, Brimful, JosephGadd, ChristianWheelerXR, xCalm A mole with crippling debt must fill his museum exhibit!

Hello everyone, as we begin the new year, I want to catch you up on what I've been up to. I participated in Unity's official game jam and, with 6 others, created a project called On the Nose. We placed 69th overall and decided to continue the project in Unreal.
justice-shultz.itch.io/on-the-nose

3 months ago 2 0 2 0
Alien Inspired Epic Door
Alien Inspired Epic Door YouTube video by SupernerdX

Here is my first pass at the final render for my epic door cinematic. I am happy with how it's progressing so far; all that is left is a few insert shots of the mechanism and to animate the tenacles receding when the door begins to open.
youtu.be/nYGnKgdpPJM

8 months ago 1 0 0 0
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Updated Textures for the door Model.

8 months ago 0 0 1 0
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Set Dressed Environment and created a rough cinematic.

8 months ago 1 0 1 0
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Epic Door Opening First Test. I am happy with the first test. I want to work more with sound design and accentuate the vines and overgrown nature of the door.

8 months ago 1 0 1 0
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Epic door. After extensive research and experimentation, I finally have a door design that I am happy with. All that is left is to finish the animation, which I will do this afternoon.

8 months ago 1 0 1 0
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The Epic door project: I aiming for a simple and clean door design while enhancing the cinematic elements in the second part. Attached is the initial construction stage and my reference sheet, with a focus on fitting the design within the Alien franchise.

8 months ago 1 0 1 0
Clockwork Bird Interactive Toy.
Clockwork Bird Interactive Toy. YouTube video by SupernerdX

I decided to scrap the replay system for the time being until I can get it to function more consistently but I did continue with the idea that the toy had to activated in a sequence and added the ability to fly around as the bird once activated. Here is the final results.
youtu.be/AsvLT8R5gO0?...

8 months ago 1 0 1 0
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Here is how the toy is currently shaping out, aesthetically. I like how the camera moves, and I think the final product will be fun to play with, even without the replay system at the current time.

9 months ago 1 0 1 0
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The replay system is where I am currently struggling because, essentially, I have to create another structure for the ghost that stores the location and click data, and I am starting to lose track of data at this point. I want to revisit this with a more straightforward solution.

9 months ago 1 0 1 0
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Here is my WIP systmem.Basicly it creates a session structure to store click events and mouse paths, allowing each session to have unique position and click data. However, there were some issues with the structures that prevented it from functioning as intended.

9 months ago 2 0 1 0
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Dev Log Week 5:
I set up the gameplay recording and playback systems, but integrating multiple ghost clones proved more difficult than expected. I underestimated the complexity of storing ghost data, making my system convoluted. I plan to revisit this at a later date

9 months ago 1 0 1 0