Built a Collab Viewer style toolset inside the UE5.5 project and made it reliable for dedicated-server multiplayer. I migrated/merged the Collab architecture into a my project (GameMode, PlayerController, Pawns, PlayerState), fixed reference/compile issues, and wired the tools to our custom UI for both First Person and Orbit pawns.
Key work included replication/RPC cleanup so tools work over a server, plus integrating tools like annotations (text, paint and erase), transform, Datasmith runtime loading (replicated so one client’s load appears for others), measuring/dimension tool (place/edit/delete and unit switching), and bookmarks (place, list UI and teleport with rotation).
A network-ready collaboration layer in custom with UI-driven workflows and server-validated replication, ready for packaging/testing and ongoing polish
62% today. 100% is the goal. 🚀
I challenged myself to reach a 100% Discovery Score before the end of the month.
That means showing up consistently, building in public, sharing what I learn, and creating value every day not chasing numbers.
Every post is one step closer.
What's one professional goal you're determined to achieve before this month ends?
Terrain Importer for Unreal Engine (Python + Custom UE Plugin)
I built an end-to-end terrain importer that converts raw terrain dataset files into fully usable Unreal Engine landscapes automatically. Before this, importing and setting up ~45 landscape tiles in Unreal could take ~60 minutes and was easy to mess up. I wanted a fast, repeatable pipeline. It allows:
Python reads the dataset and generates Unreal-ready .r16 heightmaps
Python automation creates a new Unreal project and imports the heightmaps
Custom UE plugin (C++) builds Landscapes from the imported heightmaps and places them correctly in the level
Foliage: automatically placed across the terrain
The workflow reduce from ~60 minutes to ~5 minutes for ~45 landscapes (~12× faster) and made it deterministic and repeatable ideal when terrain needs frequent regeneration.
I worked on R3V3nge, focusing on turning gameplay ideas into stable, production-ready features in Unreal (C++ + Blueprints). I implemented and iterated core gameplay systems, tightened state handling, fixed edge-case bugs, and ran regular QA/debug passes to prevent regressions. I also did profiling/performance tuning to reduce hitches and keep gameplay responsive, while unblocking teammates when needed.