About
Hello 👋 I’m a tools and solo game developer working in Unreal Engine for a quite sometime. The tools and plugins I create come from my journey of learning the engine while building toward an open-world game.
Initially, I built these plugins in Blueprint, however, when I started using them in actual levels, I encountered responsiveness issues and longer loading times. This led me to shift focus from the open-world project itself to creating development tools that help other Unreal Engine developers build faster and more efficiently.
🎮 In my free time, I develop mobile-first games, with hopes to release them in the near future. A big part of this process has been trial-and-error optimization 😵 for mobile within Unreal Engine—ensuring projects run well on a wide range of devices, including budget Android phones.
💬 If you encounter bugs, have suggestions for improvements or new features, or just need help, feel free to reach out at:
📩 Email
Frequently Asked Questions 📌
Why are the plugins written in C++ instead of Blueprint?
- Performance: Blueprint execution in Construction Script became a bottleneck, especially with heavy math and iterative logic.
- Editor Responsiveness: With Blueprint, moving or adding spline points in the level caused noticeable editor lag. Disabling “Run Construction Script on Drag” was necessary just to maintain usability.
- Scalability: Some operations either required C++ or a Blueprint function library to be feasible at all.
- Execution Overhead: Each Blueprint node call adds overhead to the virtual machine. In loops with many operations, this could even hit Unreal Engine’s Maximum Loop Iteration limit.
- Math-Intensive Operations: The plugins involve significant real-time calculation, which is far more efficient in native code.