BertaDevKit — Unreal Engine 5.8 R&D Toolbox

Original R&D Tooling · Unreal Engine 5.8 · C++ / Blueprints

BertaDevKit is my personal Unreal Engine 5.8 development toolbox: a development host for seven independent base plugins plus optional GAS Companion and Combo Graph extensions. It is R&D tooling built to make prototyping, debugging, validation, device integration, and everyday engineering workflows faster.

Core BertaDevKit plugin

Runtime Blueprint utilities cover debug output and drawing, screen statistics, math, world queries, UI helpers, controller feedback, and a focused Gameplay Ability System + Behavior Tree bridge. The Editor module adds workflows for asset naming, asset cleanup and insights, Blueprint usage discovery, project setup, Blueprint auditing, and world validation.

Independent platform & integration plugins

BertaDualSense

Native Win64 DualSense / DualSense Edge input through SDL3, including standard gamepad input, touchpad and sensors, selected outputs, and Edge-specific keys.

BertaSystemInfo

Read-only C++ and Blueprint queries for OS, CPU, GPU, memory, displays, display modes, and audio devices.

BertaProcessBridge

Launch external executables, receive asynchronous text output, send stdin, observe completion, and cancel processes through C++ and Blueprints.

BertaWindowTools

Inspect and control the current Unreal game window: position, client size, centering, maximize/minimize/restore, focus, and title.

BertaDesktopCapture

Enumerate displays and visible top-level windows and capture a selected source into a live transient Unreal texture.

BertaSerial

COM-port enumeration, asynchronous raw-byte reception, ordered queued transmission, UTF-8 helpers, and deterministic lifecycle cleanup.

Optional ecosystem extensions

BertaGASCompanionExt adds diagnostics, tracing, input/queue bridging, validation, targeting, and readiness tooling for projects already using GAS Companion. BertaComboGraphExt adds validation, bounded tracing, EffectContext compatibility checks, targeting support, and conservative pre-input buffering for projects using Combo Graph.

Design approach

  • Independent plugins rather than one monolithic framework.
  • Native C++ APIs with Blueprint access where useful.
  • Explicit lifecycle and cleanup tied to Unreal ownership.
  • Tooling built for experiments, diagnostics, and reusable development workflows.
  • A dedicated UE 5.8 host project used as the development and verification harness.