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Tinker Tuesday for September 30, 2025

This thread is for anyone working on personal projects to share their progress, and hold themselves somewhat accountable to a group of peers.

Post your project, your progress from last week, and what you hope to accomplish this week.

If you want to be pinged with a reminder asking about your project, let me know, and I'll harass you each week until you cancel the service

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Lot's of work at work, so I didn't get a lot done this week. I did manage to chip away a little bit at the refactoring, and I am quite sure this is the right way to go as it will save me some work in the future, but it's still not finished. Until then, no Substack integration, and not much new.

How are you doing @Southkraut? I was planning to respond to your report last week, but never got around to it, so let me say here:

...as it turns out, it's Unreal's fault. Apparently ProjectileMovementComponent doesn't detect collisions if the collider isn't the actor's RootComponent. And I had written a custom RootComponent that I put in charge of situationally instantiating subcomponents, including said collider and the MovementComponent. Sad. So my options now are:

  • Always make the collider the root. But that leaves a blank spot for actors that shouldn't have a collider, and they'd have to be treated differently. But I guess I have to do that anyways.
  • Let my custom RootComponent inherit from collider. Wait, no, that won't work because there are separate collider classes for each primitive shape. And also doesn't account for acotrs that shouldn't collide.
  • Write my own MovementComponent that doesn't require this specific setup.
  • Attempt to fix Unreal's MovementComponent and hope they accept my changes, most likely only to learn that it has to be the way it is and I am abjectly ignorant of the many good reasons.

I think every non-game programmer that dabbled in game engines had the brilliant thought of "I'm going to design it in an 'engine agnostic' way, so if I need to switch the engine, it can be done easily"... and then you always run into to this sort of shit. I swear to god, the GameDev people hate us.

No progress last week, since I only really have the weekends and I spent that on a trip.