Public R&D laboratory
This archive is where I make the R&D process visible: technical questions, technology evaluations, prototypes, measurements, plugin and tool experiments, implementation notes, failures, trade-offs, and conclusions. It complements confidential client work with experiments that can be shared publicly and reproduced.
The goal is not to collect technologies for their own sake, but to create evidence: what problem was investigated, what alternatives were considered, what was built or integrated, what the experiment showed, and what I would recommend doing next.
R&D Archive
An archive of prototypes, experiments, technical notes, implementation work, and lessons learned across Unreal Engine, C++, graphics, tools, UI, VR, gameplay systems, and real-time technologies.
Unreal 5.6 C++ – Action RPG Prototype
A complete Unreal Engine 5.6 C++ Action RPG prototype built around GAS, melee combat, target lock, blocking and parrying, enemy AI, boss encounters, Common UI and…
UE6 Is Real — And That’s Exactly Why You Should Master UE5 Now
UE6 is coming, but that is not a reason to stop learning UE5. A practical look at the transition timeline, ecosystem maturity, AI, Verse, Scene Graph,…
Unreal 5.6 – Blueprint Assist & Electronic Nodes: My Node Formatting Setup
My Unreal Engine node-formatting setup using Blueprint Assist and Electronic Nodes, including formatter behavior, graph-specific configuration, wire routing, and why both tools became permanent parts of…
Unreal 5.6 C++ – GAS Prototype
A focused Unreal Engine 5.6 C++ study of the Gameplay Ability System: ASC ownership patterns, replication, native gameplay tags, reactive UI, async Blueprint tasks, projectiles, damage…