Quod Soler ☀️
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quodsoler.com
Quod Soler ☀️
@quodsoler.com
Lead Gameplay Programmer for Lords of the Fallen at Hexworks • I will teach you Unreal Engine • Gameplay Ability System expert, opinions are my own
Reviving by attacking is such a clever decision in Nightreign.

Most design teams would discard this feature on the spot.

Instead, this allows the full expression of combat to be used on the revive mechanic as well.
June 24, 2025 at 9:01 PM
You are already 700 people who are learning from the Unreal Solo Game Developer newsletter!

Thanks for being so awesome!
May 30, 2025 at 3:46 PM
Are you enjoying the use of programmer art on my last posts?

Do you think it helps communicate things clearly?

More programmer art?
Less programmer art?
May 28, 2025 at 7:14 PM
Do you want to know a secret about GAS?

One of its most powerful features often goes overlooked.

Do you want to know what it is?
May 28, 2025 at 4:04 AM
I have found the graph that proves that using the Unreal Gameplay Ability System improves team prototyping speed by 30%.

The numbers are in a graph line, so they must be true.

I started using GAS so many years ago and now I can not go back.
May 27, 2025 at 7:11 PM
In Unreal GAS, if you learn about Attribute Sets, Gameplay Effects and Gameplay Abilities you will have almost 80% of what you need to make all the games you want.
May 27, 2025 at 4:00 AM
Unreal Blueprint really is amazing!
May 26, 2025 at 7:17 PM
This thing truly is a torture machine.

It feels like trying to find a bug that somehow manages to eludes you all the time.
May 12, 2025 at 7:12 PM
Unreal Garbage Collector! Can we trust it?

I would say YES.

But you need to be careful.

Understand how UPROPERTY allows pointers to be seen by it, and understand that objects are only truly destroyed when a GC pass happens.
Until then, the objects are only marked as garbage.
April 14, 2025 at 7:12 PM
Seems like Unreal 5.5 brings some new Texturing Tools.

I have not yet tried them, so if someone has played with them feel free to share what you found.

Is it like a "Substance Designer Lite" or something completely different?
November 19, 2024 at 8:42 AM
Important GAS upgrade warning for Unreal 5.5

Seems like Epic is simplifying Gameplay Ability types by removing NonInstanced Abilities.

In the past it may have been good to try to make your abilities always NonInstanced if you could, but that is no longer the case.
November 18, 2024 at 6:29 PM
This has been a thing that has always bothered me.

Every time I tried to open the GAS debugger the command would never auto complete.

You could manually change that in the ini settings of each project, but it seems that it has finally been fixed in Unreal Engine 5.5
November 17, 2024 at 9:13 PM
When working with GAS I usually end up exposing a lot of things to BP so designers can use them.

It's cool to see that little by little Epic is doing the same.

In Unreal Engine 5.5 designers will now be able to check if abilities are active without the need of coders.
November 17, 2024 at 7:58 AM
Effect Inhibition refers to when a Gameplay Effect is disabled due to tag conditions or other effects.

Now with this new delegate in Unreal 5.5 you will be able to know when the Inhibition state of an effect changes.

Specially useful to showcase that in your UI for buffs.
November 16, 2024 at 8:18 PM
Warning!

If you have your own Gameplay Cues in your project you may want to take a look at this before upgrading to 5.5.

It's a simple rename, but make sure that your Gameplay Cues are still working properly after the upgrade.
November 16, 2024 at 12:21 PM
If you are placing nav-links by hand Unreal Engine 5.5 may be here to help you.

Epic has added a extensible automatic nav-link generation feature.

By default you get already good results, but you may want to tweak it to fit your project needs.
November 15, 2024 at 8:47 PM
I have yet to play with the new Unreal Engine Gameplay Cameras feature.

If this can replace the old Camera Modifier stack system or at least make it more user friendly this is going to be a really big win.
November 15, 2024 at 5:56 PM
Utility AI is amazing. Multiple times I showed that I always implement a Utility Selector in my Behavior Trees.

It seems like Epic though the same for State Trees!

Now we have a generic Utility Selector and a Random State Selector.
November 14, 2024 at 8:35 PM
With Unreal 5.5 now it's easier to navigate AI State Trees!

They now have their own outliner window.

You may not need this for small trees, but if your trees get very big it might come in handy.
November 14, 2024 at 3:42 PM
The Chooser seems to finally be production ready in Unreal Engine 5.5.

This will allow you to query and return assets based on conditions previously setup, useful for animation, but can be used outside of that.

Like choosing a hit VFX particle based on the hit result.
November 13, 2024 at 8:15 AM