
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
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Key Takeaways
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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.
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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.
