Now:
A Unreal Engine C++ Dev
Prev:
.NET Prod Manager for Microsoft.
For example, it could test '2+2=4' but fails to make variables dynamic despite clear prompts.
The constant oversight is frustrating, so It ended up with me writing the code manually.
7/7
For example, it could test '2+2=4' but fails to make variables dynamic despite clear prompts.
The constant oversight is frustrating, so It ended up with me writing the code manually.
7/7
Claude works well with .NET, Unity, React, and UnoPlatform with heavy oversight and good prompts. With Unreal Engine, it struggles, likely due to EULA/TOS restrictions on source code access and inconsistent documentation.
6/7
Claude works well with .NET, Unity, React, and UnoPlatform with heavy oversight and good prompts. With Unreal Engine, it struggles, likely due to EULA/TOS restrictions on source code access and inconsistent documentation.
6/7
- Struggled with class/directory structures, creating duplicate code due to C++'s .h/.cpp split.
5/7
- Struggled with class/directory structures, creating duplicate code due to C++'s .h/.cpp split.
5/7
- Produced excessive fallback code, leading to logic bugs.
- Couldn't verify HSIM instances, relying solely on logs.
- Failed to isolate hitches or traces, guessing or deferring to me.
4/7
- Produced excessive fallback code, leading to logic bugs.
- Couldn't verify HSIM instances, relying solely on logs.
- Failed to isolate hitches or traces, guessing or deferring to me.
4/7
- Generated bloated code, creating new tests per task failure.
- Relied on logs instead of #UE features like 'check' or 'ensure'.
- Cherry-picked log entries, skipping critical ones, and declared false positives as "success."
3/7
- Generated bloated code, creating new tests per task failure.
- Relied on logs instead of #UE features like 'check' or 'ensure'.
- Cherry-picked log entries, skipping critical ones, and declared false positives as "success."
3/7
Performance:
- Used only C++ (no Blueprints; I don’t use them).
- No MCP included.
- Tasked it with writing headless automation tests for Unreal Engine to prove its claims.
2/7
Performance:
- Used only C++ (no Blueprints; I don’t use them).
- No MCP included.
- Tasked it with writing headless automation tests for Unreal Engine to prove its claims.
2/7
Final extra point. PCG mixed with these two you and up with some procedural generation pipeline free wins out of the box. Especially if graph-based dev is your thing.
5/5
Final extra point. PCG mixed with these two you and up with some procedural generation pipeline free wins out of the box. Especially if graph-based dev is your thing.
5/5
Takeaway: if I need complex pipelines or reusable mesh edits, I’d reach for GDF now.
4/5
Takeaway: if I need complex pipelines or reusable mesh edits, I’d reach for GDF now.
4/5
Scope matters. GDF handles multi-step workflows: edit, weld, UV, bake, all chained. Procedural Mesh is leaner: one mesh at a time, less overhead, more direct control.
Performance feels split though.
3/5
Scope matters. GDF handles multi-step workflows: edit, weld, UV, bake, all chained. Procedural Mesh is leaner: one mesh at a time, less overhead, more direct control.
Performance feels split though.
3/5
UProceduralMeshComponent is code-first. No graph, just data arrays
2/5
UProceduralMeshComponent is code-first. No graph, just data arrays
2/5
7/7
7/7
6/7
6/7
5/7
5/7
4/7
4/7
3/7
3/7
rooms. It takes dept specs like Room1 40%, Room2 30% and recursively splits space with random offsets.
2/7
rooms. It takes dept specs like Room1 40%, Room2 30% and recursively splits space with random offsets.
2/7
I am so tempted now to get this if my wife would let me. I was going for a barcode at the back of my neck like Hitman.. but being fat and lazy i'd just be Fatman.
I am so tempted now to get this if my wife would let me. I was going for a barcode at the back of my neck like Hitman.. but being fat and lazy i'd just be Fatman.