How to Network Replicate UObjects in Unreal Engine
In Lunaris, we faced a significant design challenge: creating a flexible inventory system capable of supporting different item variations. Typically, inventory …
Read post ->Technical blog
Gameplay programming, Unreal Engine, and systems notes.
Hi, I’m Jordon.
I’m a gameplay programmer focused on Unreal Engine, C++, multiplayer systems, and the kind of technical work that keeps games and tools running smoothly.
Most of my work sits somewhere between gameplay programming, engine-level debugging, and developer tooling. I care about replication, performance, build systems, editor workflows, source control, Linux development, and the practical engineering decisions that make a project easier to build, test, maintain, and ship.
This site is where I write about the things I’m building, fixing, and learning. That includes Unreal Engine notes, programming write-ups, Linux desktop development, source control, game tooling, and the occasional deep dive into whatever technical problem I have fallen into that week.
I’m also building OpenVCS, a modern desktop client for version control. It started from a simple frustration: Git clients on Linux have never quite felt right to me. Rather than keep working around that, I decided to build the kind of tool I wanted to use.
I like software that is fast, understandable, and practical. Clever engineering has its place, but I care more about tools and systems that solve real problems without adding unnecessary friction.
Spotlight
In Lunaris, we faced a significant design challenge: creating a flexible inventory system capable of supporting different item variations. Typically, inventory …
Read post ->Ever find yourself switching lenses often? I did, until I found the perfect all-in-one zoom. I stopped by my local CEX and spotted a used Canon EF-S 18–135mm …
Read post ->Introduction Every year, countless video games fade into obscurity - not because they’re forgotten, but because they’re forcibly removed from our …
Read post ->Introduction Compiling Unreal Engine from source is a rite of passage for game developers seeking the deepest possible understanding and customization of their …
Read post ->Writing
I did not start OpenVCS because I had some grand plan to reinvent version control. I started it because I was annoyed. Linux has been my main desktop for a …
Read post ->The other week I received an email from my hosting provider saying my website was due for renewal. That was fine until I saw the price. They wanted a little …
Read post ->In Lunaris, we faced a significant design challenge: creating a flexible inventory system capable of supporting different item variations. Typically, inventory …
Read post ->Ever find yourself switching lenses often? I did, until I found the perfect all-in-one zoom. I stopped by my local CEX and spotted a used Canon EF-S 18–135mm …
Read post ->Introduction Every year, countless video games fade into obscurity - not because they’re forgotten, but because they’re forcibly removed from our …
Read post ->Introduction Compiling Unreal Engine from source is a rite of passage for game developers seeking the deepest possible understanding and customization of their …
Read post ->