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Multiseat Vehicle Editor Tool

Roles

Programmer

Designer

Team Size

Solo

Tools

Unreal Engine 5

Visual Studio

UE C++

Production Time

May 2025 - July 2025

Genre

Tool

Platform

Windows

Born out of an idea I had during the production of Battleseries, and the want to refactor the encompassing vehicle systems I had created, this tool was made with the idea of experimenting with a data-driven way for designers to rapidly create vehicles without the need for utilizing scripting methods or elongated setup processes. With this also came the opportunity to dive into C++, plugins, and UE's AssetEditorToolkit

Multi-Seat Vehicle System

MSVFlowchart1.drawio (2).png

Key Takeaways

  • Systems Design Complexity: Developing complex mechanics like vehicle roles, seat-based functionality, and context-sensitive inputs requires careful planning and scripting. Handling interactions between players, AI, and vehicles highlighted the importance of robust communication between components.

  • Interface-Based Communication: Using interfaces in Unreal Engine made it easier to decouple different systems and ensure clean, modular interactions, like handling seat swaps and role functionality. It also emphasized the importance of designing flexible, scalable interfaces early on.

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