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
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
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
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
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
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 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