chrysaora 🎐
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chrysaoravioli.bsky.social
chrysaora 🎐
@chrysaoravioli.bsky.social
Making whatever, whenever.

📺 YouTube • • • https://www.youtube.com/@chrysaoravioli
📝 Tumblr • • • https://chrysaoravioli.tumblr.com/
Their implementation used a interface to the target, which is unnecessary if using GAS.

In addition, damage values were in the AnimNotify, which I personally disagree with. I feel that it should originate in the GA but I'm still brainstorming a more data-driven approach for easy modification.
December 20, 2025 at 2:55 AM
Kuro must be very happy that you bought him a new fancy space heater 😼
December 19, 2025 at 6:47 PM
【GAS】GE_LastStand

Quick implementation of a feature from Bayonetta, where if an attack would kill you, they give you exactly 1HP as a sort of "one last chance".

Attribute Set basically checks if the owner has a tag (provided by GE_LastStand). If so, activate this alternative damage calculation.
December 19, 2025 at 5:32 AM
To be honest, I'm not too sure how Lyra handles initial health values. For now, I'll roll with my simpler method😆

Next up is implementing death. Lyra's jumps all over the place, making it a tricky to follow. I'm hoping to make a flexible death GA so any object with health can easily utilize it.
December 18, 2025 at 4:09 AM
One addition that I've made is reading default health values from a single data table. That way, I can easily adjust any actor's health at a glance.

Default health is automatically read by the Health Component and used as a SetByCaller magnitude for GE_InitialHealth, which sets the owner's health.
December 18, 2025 at 4:00 AM
I still suck at C++ but not as much as last year when I had just begun learning it. Since GAS required C++, I basically learned it via trial by fire since I had no choice but to git gud 😭

Definitely agree on UE being overengineered for solo dev because there's so much to learn haha
December 15, 2025 at 2:08 AM
I've also summarized some of my thoughts and accomplishments from this year.

Clearly, I'm not someone who writes frequently and it shows, ha ha. But, it's nice to have a less ephemeral place to document my thoughts so check a look if you're interested.
chrysaoravioli.tumblr.com/post/8027353...
chrysaoravioli.tumblr.com
December 12, 2025 at 3:16 PM
oh thanks bluesky for compressing my png into a crusty jpeg
December 9, 2025 at 3:34 AM
While the Paint Detection functionality isn't totally hardened, I knew eventually I wanted to use the GAS framework.

Gameplay Abilities don't have a native tick function but Ability Tasks do. Just have to go through some trouble of setting it up in C++ and bam, I can do a trace as the player moves.
December 9, 2025 at 1:00 AM
I swear this week has been crawling. Mini-vacation is coming up and I desperately need it to recharge. I honestly can't wait to mess around with this stuff at 100% brain juice. Just need to get over the next two days and I'm freeeeee (for a little bit).
November 20, 2025 at 4:06 AM
I don't have any interesting breakdowns for the Niagara System since most of the code is very sloppy for now.

Instead, here's an image of my "version control".

I don't know how to set it up so I'm just packaging the plugin every week or so and zipping up the contents to a backup hard drive 🫡
November 19, 2025 at 4:15 AM