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.