Christian Wheeler
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supernerdxdev.bsky.social
Christian Wheeler
@supernerdxdev.bsky.social
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.
February 7, 2026 at 5:02 PM
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
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
Procedural Spider Animation Using Control Rig
YouTube video by SupernerdX
youtu.be
February 7, 2026 at 4:22 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
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?...
Building System V01
YouTube video by SupernerdX
youtu.be
January 24, 2026 at 8:36 PM
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
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.
January 21, 2026 at 4:36 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
Haha yeah...
January 14, 2026 at 4:54 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
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
Alien Inspired Epic Door
YouTube video by SupernerdX
youtu.be
August 20, 2025 at 11:28 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
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?...
Clockwork Bird Interactive Toy.
YouTube video by SupernerdX
youtu.be
July 27, 2025 at 2:04 PM