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Tinker Tuesday for December 9, 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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Alright, the local / API views are unified, made some fixes to the to the UI... looks like I'm past the point I was pre-nuking of my project (and yes, this time I have backups). Now the only thing left is some sort of an import / migration script from the old version. The refactoring was significant enough that this is essentially v2, and over time I managed to accumulate quite a library of Tweets, which I don't want to just drop.

How have you been doing @Southkraut?

Had a good weekend, project-wise. I completely tossed out all my asset-based input handling and replaced it with a fully code-based system. So now instead of needing to work with four or five different types of Unreal asset AND several C++ classes AND several different Unreal Editor windows, I have it all pretty much in one C++ class, with no loss of functionality. Well, none that I need, anyways. Overall quite happy with that.

Then I tried to do the same to the PlayerController, PlayerStart, GameMode etc. - replace the asset- and editor-based specifications with ones in code. It did not work. Unreal has fallbacks upon fallbacks that take charge of the game state, and right now I have a lot of unexpected behavior, objects in charge that I did not create, and even different bugs depending on whether I run the game in the Editor or in a standalone process. This will take some figuring out.