Christian Wheeler
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supernerdxdev.bsky.social
Christian Wheeler
@supernerdxdev.bsky.social
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
February 7, 2026 at 4:33 AM
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.
February 6, 2026 at 12:36 AM
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.
January 23, 2026 at 2:52 AM
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.
January 23, 2026 at 2:52 AM
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.
January 22, 2026 at 5:21 AM
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
January 22, 2026 at 5:21 AM
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.
January 14, 2026 at 4:55 PM
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.
January 14, 2026 at 4:42 PM
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.
January 14, 2026 at 4:34 PM
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.
January 14, 2026 at 4:32 PM
Updated Textures for the door Model.
August 17, 2025 at 2:03 AM
Set Dressed Environment and created a rough cinematic.
August 17, 2025 at 2:01 AM
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.
August 10, 2025 at 3:32 PM
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.
August 3, 2025 at 3:39 PM
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.
July 27, 2025 at 2:17 PM
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.
July 21, 2025 at 4:59 AM
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.
July 21, 2025 at 4:57 AM
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.
July 21, 2025 at 4:54 AM
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
July 21, 2025 at 4:49 AM
I have also gone ahead and purchased the environment pack that I will be using, as well as my mechanical bird asset.
July 13, 2025 at 1:36 PM
Dev Log Week 4:
Been working on figuring out the main mechanics of my project. I successfully recreated a recording of gameplay movements, and I am now working on recording the player's actions when they click an object.
July 13, 2025 at 1:31 PM
Dev Log 3:

After finalizing the layout, I put in all the assets. Finished set dressing and finalized the lighting. This is the final result.

www.youtube.com/watch?v=IMSn...
July 6, 2025 at 11:56 PM
Dev Log 2 Cont:
In addition, I have been working to replicate the Pikmin-style camera. Overall, I am pleased with this initial review. I need to make it a stationary orthographic camera that moves with the player.
June 29, 2025 at 1:18 PM
Dev log 2:
After reviewing my studies, I revised my map design to include recessed areas leading to elevated spaces for player exploration. This change addressed the previous design's overly open feel, better aligning it with the Pikmin aesthetic.
June 29, 2025 at 1:13 PM
Study of map layout.
Orange: Map outline.
Red: Elevated Areas
Green: Ramps
June 22, 2025 at 2:34 PM