Rebuilding PAYDAY 3 Modding for Unreal Engine 5
Building a custom UE5 compatibility editor, integrating reflected game types, and connecting CrimeForge’s authoring pipeline to the PDML runtime framework.
Building a custom UE5 compatibility editor, integrating reflected game types, and connecting CrimeForge’s authoring pipeline to the PDML runtime framework.
How I built a fully procedural, artist-asset-free 3D voxel map for COLDLIGHT’s map screen - hemisphere capture, occluder culling, a 673K-instance editor free...
How an in-editor Unreal tool for baking PNG/SVG icons into real font glyphs turned into mono-vector outlines, multi-layer COLR/CPAL color glyphs, a double-ex...
How I built a network-predicted cover system on Unreal Engine’s experimental Mover plugin - wall classification, corners, gaps, a quaternion bug, and NetSeri...
How Nightshift went from a Crazy Taxi-style prototype to a roguelite street racing tournament - vehicles, rendering, race framework, AI, UI, and the scope pi...
VanillaHUD+ was added to PAYDAY3
A breakdown of how it was made and how I felt about the project after