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GregOrigin

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A member registered May 24, 2016 · View creator page →

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BlueLine is a lightweight, modular, comprehensive C++ editor plugin. It includes Manhattan / Circuit Board wiring for Blueprints, but that is only one of its many highlights.

It is designed to solve a number of specific problems in development workflows, while automating the “boring” parts of graph organization, and allowing you to focus on logic, not layout.

The Three Pillars of Order

  1. The Genetic Architect (Clean Graph)

Tangled “spaghetti” is a thing of the past. BlueLine uses a Genetic Algorithm to iteratively evolve your graph. It simulates hundreds of layouts to mathematically minimize wire crossings and find the most readable orthogonal path.

  • Shift+C: Global untangling of selected logic webs.

  • Shift+Q: Local “Magnet” alignment for quick pin-snapping.

  • Shift+R: Reroute / Rigidify wires with Pathfinding.

  1. Semantic Intelligence (Auto-Tag)

Your graph should explain itself. BlueLine analyzes node titles and variable types to understand the purpose of your code.

  • Shift+T: Automatically clusters nodes into themed, color-coded Comment Boxes (Combat, AI, Data, Movement, etc.).

  • Smart Colors: Instantly identifies logic zones without manual labeling.

  1. Data Clarity (Smart Tags)

Generic grey text boxes don’t scale. BlueLine transforms Gameplay Tags into Dynamic Color Chips across the entire editor.

  • Visual Details: High-contrast tags in the Details Panel and on Graph Pins.

  • Team Sync: Configure styles once in a DataAsset; the whole team sees the same colors instantly.

  • World Debug: Static C++/BP library to draw these same colored tags in the game world for instant debugging.

Why Professionals Choose BlueLine

  • Git-Friendly: “Selection-Only” formatting means we never touch nodes you didn’t select—no unnecessary merge conflicts.

  • Zero Bloat: Architected with a clean Runtime/Editor split. The core logic ships with your game, while the heavy tools stay in the editor.

  • UE 5.7 Native: Fully optimized for the latest ToolMenus and Slate APIs. No legacy baggage. * Pure C++: High-performance, multi-threaded analysis.

https://gregorigin.itch.io/blueline

🔥Say goodbye to input lag and latency in Unreal Engine! Introducing Rollback Core (Pro), the ultimate deterministic GGPO-style rollback netcode framework built specifically for UE5.

Whether you’re building a fast-paced fighting game, a platform brawler, or a tight co-op experience, standard server-client networking just doesn’t cut it. Rollback Core flips the script: simulate locally, predict remote inputs, and seamlessly re-simulate history when the truth arrives late. The result? Zero perceived input lag for your players. ⚡️🎮

✨ Why Choose Rollback Core?

🔹 Auto State-Saving (No Code Required): Forget writing complex C++ serializers. Just check the standard SaveGame flag on any Blueprint variable, and we’ll automatically handle snapshots, transforms, and velocities via reflection. 💾

📖 Custom UDP Transport: Highly-optimized netcode featuring per-frame input redundancy, reliable ACKs, and built-in latency/packet-loss simulation for effortless stress testing. 📡

💬 Deterministic Fixed-Step Logic: Decouple your visual framerate from your game logic! Runs a perfectly rigid, predictable simulation under the hood. ⏱️ 👀 Visual Frame Debugger: Spawn our intuitive debugger right into your world to scrub through frames, view prediction ghost trails, and analyze rollback markers in real-time. 👻

👇 Seamless Matchmaking: Full OnlineSubsystem support so your players can effortlessly advertise, query, and join sessions out-of-the-box. 🤝

👾 3 Playable Demos Included: Learn by doing! We’ve included a fully playable 2D Viking Duel (with hitboxes & blockstun), a Network Packet-loss stress test, and a Basic Prediction environment. ⚔️

🛡️ Guided Editor Wizard: Get set up in 5 minutes with the onboarding Wizard. It automatically fixes project settings and injects the necessary rollback components directly into your existing Pawn. 🪄

🚀 Ready to upgrade your netcode?

https://gregorigin.itch.io/rollback-core

SyncShield is a lightweight, battle-tested UE5 plugin designed to eliminate source control friction and protect your team from lost work and locked-file conflicts. It natively integrates with Unreal’s Editor to warn you before you make changes, and safely catches you if you try to overwrite someone else’s work. This is a major upgrade and more ambitious refactoring of the earlier SafeSave plugin which remains fully functional in its own narrower scope.

Core Features:

🚫 Strict File Locking Protection

SyncShield natively intercepts your “Save All” commands. Before any data is written, it rapidly probes your source control provider (Git, Plastic SCM, Perforce) for checkout status. If any package is locked by a teammate (IsCheckedOutOther), SyncShield blocks the save for those specific files with an explicit warning, while automatically issuing checkouts and safely saving the rest.

🔔 Preemptive “Dropbox-Style” Alerts

Don’t wait until you save to find out a file is locked. SyncShield hooks directly into the Unreal Asset Editor. The moment you open a Blueprint, Material, or Data Asset that is locked by another developer, you instantly get a prominent Toast Notification warning you not to edit it.

🛠️ Streamlined Editor Toolbar

Stop fumbling with external CLI windows or hidden context menus. SyncShield adds a dedicated, dynamic status widget right to the Level Editor Toolbar.

*Live Status Updates: See your Branch, pending changes, and unsaved asset counts at a glance.

*One-Click Actions: Save All, Submit Content, or Refresh Status.

*Native Git Integration: Auto-Fetch (configurable interval), Pull (Rebase), and Push directly from the toolbar.

*Native Plastic SCM Integration: One-click Workspace Update.

https://gregorigin.itch.io/syncshield https://github.com/gregorik/SyncShield-Core

TargetFrame is an automatic, zero-configuration runtime scalability management system for Unreal Engine 5.6+. Stop guessing what settings your players need: TargetFrame automatically benchmarks hardware, sets a stable baseline, and dynamically steps down resolution scale and overall quality during gameplay to defend your target frame rate.

Designed to eliminate “stuttering” reviews on launch day, this plugin handles the dirty work of performance scaling so you can focus on building your game.

https://gregorigin.itch.io/targetframe https://github.com/gregorik/TargetFrame-Core

Instant Organic Caves (IOC) is a plugin designed to generate massive, seamless, and organic cave systems procedurally at runtime. Unlike traditional marketplace assets that rely on static meshes or Blueprint construction scripts, IOC utilizes a purist C++ approach.

It builds geometry directly using Unreal’s FDynamicMesh3 core math libraries, bypassing overhead from the Blueprint VM and intermediate wrapper libraries. The result is a system that can generate infinite, seamless, Nanite-enabled environments suitable for high-fidelity production.

https://gregorigin.itch.io/instant-organic-caves

A Solution to Unreal Engine 5 OOM Crashes

The “Shader Compilation” plugins on assorted marketplaces brute-force load all of your assets at once. If you have a massive 50GB project, this will cause your RAM to spike, your loading screen to freeze entirely, and eventually result in an Out-Of-Memory (OOM) crash.

PSO Autopilot aims to fix this. The Core Feature: Memory-Safe Chunking

Instead of loading thousands of materials simultaneously, PSO Autopilot Core uses the FStreamableManager to asynchronously stream your Materials in controlled batches (e.g., 100 at a time). After a batch is compiled via the Engine’s native FShaderPipelineCache, the plugin explicitly drops references and yields to Unreal’s asynchronous Garbage Collection. Your RAM footprint remains completely flat, making this tool safe for massive open-world projects.

https://gregorigin.itch.io/pso-autopilot-core

Also @ GitHub: https://github.com/gregorik/OmniWalk

https://gregorigin.itch.io/omniwalk

Originally an unassuming GitHub repo, this one slowly evolved to something more production-ready, feature-packed and more or less bug-free (that’s saying a lot). Update video is too large to upload here, check it out:

https://gregorigin.itch.io/instant-organic-caves

Hey there: Instant Organic Caves (IOC) is a lightweight Unreal 5.5+ plugin designed to generate massive, seamless, and organic cave and/or rock systems procedurally at runtime. Unlike traditional marketplace assets that rely on static meshes or Blueprint construction scripts, IOC utilizes a “Metal C++” approach. It builds geometry directly using Unreal’s FDynamicMesh3 core math libraries, bypassing overhead from the Blueprint VM and intermediate wrapper libraries. The result is a system that can generate infinite, seamless, Nanite-enabled environments suitable for high-fidelity production.

Fully functional core OS versions (v0.1+) are yours to dissect at GitHub.

So it’s not a game, but you can make cool ones with it if you’re inclined. Check out OmniWalk for UE5: https://gregorigin.itch.io/omniwalk

Designed to replicate the high-fidelity magnetism found in titles like Ratchet & Clank and Dead Space, it allows any character to traverse arbitrary geometry — walls, ceilings, pipes, and planets — with zero technical friction. This plugin also solves the solves the “showstopper” problems involving: camera gimbal-lock, control inversion, triangle-normal jitter, and complex input remapping.

Fully functional core OS versions (v0.1+) are yours to dissect at GitHub: https://github.com/gregorik/OmniWalk