AI Chatbot Editor Plugin
Unreal Editor plugin that opens a Slate chat window, sends prompts to Mistral's API, and renders the parsed response as an interactive button grid inside the editor.

Unreal Engine C++ Developer
Unreal Engine C++ developer with 3+ years building multiplayer titles. Specializes in Gameplay Ability System, Lyra architecture, multiplayer systems, and custom editor tooling.
Unreal Editor plugin that opens a Slate chat window, sends prompts to Mistral's API, and renders the parsed response as an interactive button grid inside the editor.
A WWE 2K-inspired front-end menu prototype built in Unreal Engine 5.3 using CommonUI, with layered activatable widgets, deterministic focus management, and multi-device input foundations.
A Team Deathmatch prototype built on Lyra-inspired architecture, exploring experience-driven initialization, GAS ability pipelines, attribute replication, and server-authoritative death/respawn orchestration.
Deep specializations with concrete class-level knowledge.
Full GAS stack: Attributes, Abilities, Effects, and Cues. Replicated attributes, UI bindings, and prediction-aware activation.
UGameplayAbilityUAttributeSetUGameplayEffectFGameplayTagDeep knowledge of Lyra's modular Experience system, input configs, and ability set loading for prototype-ready game archetypes.
ULyraExperienceDefinitionULyraPawnDataULyraAbilitySetCustom Editor Modes with viewport input capture, custom toolkits, and editor widget panels built against the Editor Framework API.
FEdModeFModeToolkitSWidgetIDetailsViewReplicated actors, server-authoritative state, and RPCs. RPC call patterns, property replication, and bReplicates setup.
GetLifetimeReplicatedPropsUFUNCTION(Server)UPROPERTY(Replicated)CommonUI navigation stacks with activatable widget hierarchies. Attribute-driven UI updates from GAS delegate bindings.
UCommonActivatableWidgetUCommonUIFOnAttributeChangeDataSmall explorations outside of main projects - VFX, prototypes, and engine experiments.
Realtime VFX experiments built using Unreal Engine Niagara system, exploring particle simulation, parameter control and visual feedback.
Small C++ gameplay prototypes built using the SFML framework to explore rendering loops, input handling and gameplay mechanics outside of Unreal Engine.
Unreal Editor plugin that opens a Slate chat window, sends prompts to Mistral's API, and renders the parsed response as an interactive button grid inside the editor.
A co-op gameplay prototype combining GAS-based character setup with a server-authoritative shared health pool replicated through GameState.
A WWE 2K-inspired front-end menu prototype built in Unreal Engine 5.3 using CommonUI, with layered activatable widgets, deterministic focus management, and multi-device input foundations.
A custom Unreal Editor Mode plugin enabling spatial distance measurement tools with click-drag interaction and extensible editor tooling architecture.
A Team Deathmatch prototype built on Lyra-inspired architecture, exploring experience-driven initialization, GAS ability pipelines, attribute replication, and server-authoritative death/respawn orchestration.
A real-time browser arena shooter combining a 66 TPS Socket.IO multiplayer loop with optional on-chain match staking, ECDSA-signed result verification, and persistent player stats/achievements on Base Sepolia.
Blueprint-first 2D action prototype in Unreal Engine 5.3 exploring combat contracts, inventory architecture, and modular gameplay systems using Paper2D and PaperZD.
Core engineering capabilities across Unreal Engine systems.
Designing and implementing core gameplay mechanics from scratch in Unreal Engine C++. Covers ability activation pipelines, character state machines, attribute replication, and game mode/state management - built for extensibility and designed to perform within a 16ms frame budget.
Full GAS stack: custom Gameplay Abilities, Attribute Sets, and Gameplay Effects with correct replication modes. Includes delegate-driven HUD bindings, tag-based ability gating, cooldown management, and multi-character ASC setups on PlayerState for respawn continuity.
Custom Editor Mode plugins that extend the Unreal toolset - clickable viewports with world-space hit testing, Slate toolkit panels, and context-sensitive editor UI. Includes editor module registration, toolbar integration, and clean teardown to prevent editor crashes.
Server-authoritative multiplayer systems: actor replication, RPCs, client prediction, lag compensation, and dedicated server infrastructure. Experience spans GAS on PlayerState to authoritative health management and anti-cheat hit validation across networked game state.
Navigation stack architecture using Unreal CommonUI - activatable widget hierarchies, input routing layers, and deterministic focus management across layered menus. Includes platform-agnostic input handling and real-time GAS-driven HUD updates via attribute change delegates.
Why Body and Soul uses GameState for shared team health instead of a shared GAS attribute - and the initialization timing decisions that make the PlayerState-owned ASC pattern reliable across spawn and respawn.
March 10, 2026
A practical walkthrough of building a custom Unreal Editor Mode plugin - tool registration, viewport input capture, and a Slate toolkit panel - using GeoTracker as the reference implementation.
March 5, 2026
How Lyra's ULyraExperienceDefinition connects pawn data, ability sets, and input configs into a modular game mode system - and how to extend it for your own prototype.
March 1, 2026
Open to gameplay engineering roles and interesting Unreal Engine projects. Reach out to start a conversation.