Christian Wheeler's Avatar

Christian Wheeler

@supernerdxdev.bsky.social

12 Followers  |  5 Following  |  69 Posts  |  Joined: 06.01.2025  |  2.1623

Latest posts by supernerdxdev.bsky.social on Bluesky

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.

07.02.2026 17:02 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Video thumbnail

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

07.02.2026 04:33 β€” πŸ‘ 2    πŸ” 1    πŸ’¬ 0    πŸ“Œ 0
Procedural Spider Animation Using Control Rig
YouTube video by SupernerdX Procedural Spider Animation Using Control Rig

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

07.02.2026 04:22 β€” πŸ‘ 10    πŸ” 3    πŸ’¬ 2    πŸ“Œ 0
Video thumbnail

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.

06.02.2026 00:36 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Building System V01
YouTube video by SupernerdX Building System V01

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?...

24.01.2026 20:36 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Preview
Clockwork Animals Pack Demo VideoDocumentationDiscord This package contains three small clockwork critters, with textures, audio, and animations to go with them. These creatures are capable of both wandering around as AIs ...

Bird model by:
Sean Dachtler

fab.com/s/648272fa281e

23.01.2026 02:56 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Post image Post image

Forward declarations are a way to tell the compiler that a type exists without including its full definition.

headers only need this β€œpromise” when storing pointers or references, while the .cpp includes the full header so the compiler knows the class details when compiling function logic.

23.01.2026 02:52 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Video thumbnail

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.

23.01.2026 02:52 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 2    πŸ“Œ 0
Post image Post image Post image

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.

22.01.2026 05:21 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Video thumbnail

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

22.01.2026 05:21 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

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.

21.01.2026 04:36 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Preview
a cartoon of spongebob sitting at a desk with the words i 'm doing it ALT: a cartoon of spongebob sitting at a desk with the words i 'm doing it

Today is the day I start learning C++ for Unreal Engine. I intend to share daily updates on my progress.

21.01.2026 04:31 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Video thumbnail

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.

14.01.2026 16:55 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

Haha yeah...

14.01.2026 16:54 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Video thumbnail

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.

14.01.2026 16:42 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Video thumbnail

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.

14.01.2026 16:34 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Video thumbnail

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.

14.01.2026 16:32 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Preview
On The Nose by Justice Shultz, dickflickem, Brimful, JosephGadd, ChristianWheelerXR, xCalm A mole with crippling debt must fill his museum exhibit!

Hello everyone, as we begin the new year, I want to catch you up on what I've been up to. I participated in Unity's official game jam and, with 6 others, created a project called On the Nose. We placed 69th overall and decided to continue the project in Unreal.
justice-shultz.itch.io/on-the-nose

14.01.2026 16:27 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 2    πŸ“Œ 0
Alien Inspired Epic Door
YouTube video by SupernerdX Alien Inspired Epic Door

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

20.08.2025 23:28 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
Post image Post image Post image

Updated Textures for the door Model.

17.08.2025 02:03 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Video thumbnail

Set Dressed Environment and created a rough cinematic.

17.08.2025 02:01 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Video thumbnail

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.

10.08.2025 15:32 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Post image

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.

03.08.2025 15:39 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Post image Post image Post image

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.

27.07.2025 14:17 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Clockwork Bird Interactive Toy.
YouTube video by SupernerdX Clockwork Bird Interactive Toy.

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?...

27.07.2025 14:04 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Post image

Here is how the toy is currently shaping out, aesthetically. I like how the camera moves, and I think the final product will be fun to play with, even without the replay system at the current time.

21.07.2025 04:59 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Post image Post image

The replay system is where I am currently struggling because, essentially, I have to create another structure for the ghost that stores the location and click data, and I am starting to lose track of data at this point. I want to revisit this with a more straightforward solution.

21.07.2025 04:57 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Post image Post image Post image

Here is my WIP systmem.Basicly it creates a session structure to store click events and mouse paths, allowing each session to have unique position and click data. However, there were some issues with the structures that prevented it from functioning as intended.

21.07.2025 04:54 β€” πŸ‘ 2    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Video thumbnail

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

21.07.2025 04:49 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
Post image Post image

I have also gone ahead and purchased the environment pack that I will be using, as well as my mechanical bird asset.

13.07.2025 13:36 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0

@supernerdxdev is following 5 prominent accounts