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    <title>DEV Community: MT Indie Dev</title>
    <description>The latest articles on DEV Community by MT Indie Dev (@mt_indiedev).</description>
    <link>https://dev.to/mt_indiedev</link>
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      <title>DEV Community: MT Indie Dev</title>
      <link>https://dev.to/mt_indiedev</link>
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      <title>Tea House Area - Fencing, Pathways, Pond Area | UE5 Devlog</title>
      <dc:creator>MT Indie Dev</dc:creator>
      <pubDate>Wed, 21 Oct 2026 22:42:19 +0000</pubDate>
      <link>https://dev.to/startupcafe/tea-house-area-fencing-pathways-pond-area-ue5-devlog-3h84</link>
      <guid>https://dev.to/startupcafe/tea-house-area-fencing-pathways-pond-area-ue5-devlog-3h84</guid>
      <description>&lt;p&gt;In this Life of Alex devlog, I continue building the tea house area at Kazuhara Resort in Unreal Engine 5. This update focuses on defining the space with fencing, adding stones along the pathways, and introducing a pond with a bridge and fencing around its edges.&lt;/p&gt;

&lt;p&gt;Piece by piece, the area is taking shape, with clearer routes through the garden and more detail surrounding the tea house. Join me as I bring these elements together and continue shaping a peaceful setting to explore.&lt;/p&gt;

</description>
      <category>programming</category>
      <category>productivity</category>
      <category>gamedev</category>
      <category>unrealengine</category>
    </item>
    <item>
      <title>Landscape creation and terracing process for Kazuhara Resort | UE5 Devlog</title>
      <dc:creator>MT Indie Dev</dc:creator>
      <pubDate>Wed, 21 Oct 2026 17:48:55 +0000</pubDate>
      <link>https://dev.to/startupcafe/landscape-creation-and-terracing-process-for-kazuhara-resort-ue5-devlog-25ie</link>
      <guid>https://dev.to/startupcafe/landscape-creation-and-terracing-process-for-kazuhara-resort-ue5-devlog-25ie</guid>
      <description>&lt;p&gt;In this devlog, I showcase the landscape creation and terracing process for Kazuhara resort in Unreal Engine 5. Using Landscape Mode’s Sculpt, Flatten, and Smooth tools, I shape the terrain, create distinct terraces, and soften the transitions between elevations.&lt;/p&gt;

&lt;p&gt;The focus is on building a foundation for the resort, balancing usable flat areas with the natural slopes of the surrounding landscape. It’s a look at the work behind shaping the environment before the finer details bring it to life.&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>coding</category>
      <category>productivity</category>
      <category>development</category>
    </item>
    <item>
      <title>Evening the Terrain &amp; the construction of Road Infrastructure | UE5 Devlog</title>
      <dc:creator>MT Indie Dev</dc:creator>
      <pubDate>Wed, 21 Oct 2026 17:43:28 +0000</pubDate>
      <link>https://dev.to/startupcafe/evening-the-terrain-the-construction-of-road-infrastructure-ue5-devlog-4a6b</link>
      <guid>https://dev.to/startupcafe/evening-the-terrain-the-construction-of-road-infrastructure-ue5-devlog-4a6b</guid>
      <description>&lt;p&gt;In this devlog, I continue shaping Kazuhara Resort by evening out the terrain and building its road infrastructure in Unreal Engine 5. The focus is on preparing the ground and creating routes that connect the resort’s different areas.&lt;/p&gt;

&lt;p&gt;I showcase the Flatten and Smooth tools to level uneven surfaces and soften transitions, the Ramp tool to connect different elevations, and the Landscape Paint tool to define the road surfaces. These changes help establish the resort’s layout and make the terrain more practical for further construction.&lt;/p&gt;

</description>
      <category>development</category>
      <category>gamedev</category>
      <category>coding</category>
      <category>productivity</category>
    </item>
    <item>
      <title>Ragdoll Physics Issues | UE5 Devlog</title>
      <dc:creator>MT Indie Dev</dc:creator>
      <pubDate>Wed, 21 Oct 2026 17:33:54 +0000</pubDate>
      <link>https://dev.to/startupcafe/ragdoll-physics-issues-ue5-devlog-2hm8</link>
      <guid>https://dev.to/startupcafe/ragdoll-physics-issues-ue5-devlog-2hm8</guid>
      <description>&lt;p&gt;While implementing player death and ragdoll physics, I ran into a persistent Chaos physics issue. The death system and ragdoll activation work correctly, but once the body hits the ground, it begins violently twitching, bouncing, and rotating, sometimes appearing to push through the Landscape.&lt;/p&gt;

&lt;p&gt;I tested several potential causes, including terrain collision, CCD, impact velocity, physics simulation nodes, modular mesh collision, damping, collision presets, and constraints, but the instability remained.&lt;/p&gt;

&lt;p&gt;During debugging, I also discovered that I had initially been troubleshooting the wrong Physics Asset. After switching to the correct one, the issue still persisted.&lt;/p&gt;

&lt;p&gt;The current investigation is focused on the Physics Asset's collision bodies and whether overlapping or conflicting bodies are causing Chaos to continuously apply forces to the ragdoll.&lt;/p&gt;

&lt;p&gt;Death system: working&lt;/p&gt;

&lt;p&gt;Ragdoll activation: working&lt;/p&gt;

&lt;p&gt;Possessed inflatable tube-man physics: still under investigation.&lt;/p&gt;

</description>
      <category>development</category>
      <category>debugging</category>
      <category>community</category>
      <category>coding</category>
    </item>
    <item>
      <title>Sprint &amp; Stamina | UE5 Devlog</title>
      <dc:creator>MT Indie Dev</dc:creator>
      <pubDate>Wed, 21 Oct 2026 14:56:04 +0000</pubDate>
      <link>https://dev.to/startupcafe/sprint-stamina-ue5-devlog-4k7m</link>
      <guid>https://dev.to/startupcafe/sprint-stamina-ue5-devlog-4k7m</guid>
      <description>&lt;p&gt;This devlog showcases my Blueprint-based sprint and stamina system and its integration with the player’s health and thirst.&lt;/p&gt;

&lt;p&gt;Hydration decreases at a normal rate while walking. Sprinting consumes stamina and accelerates hydration loss, giving faster movement an additional resource cost. Once stamina is depleted, the extra hydration drain from sprinting stops, while the normal drain continues. If hydration reaches zero, the player begins losing health.&lt;/p&gt;

&lt;p&gt;These connected systems make resource management part of traversal. Players need to balance speed with their physical condition, using drinks to restore hydration and medkits to recover health. The UI tracks each stat and highlights critical levels, providing clear feedback as resources run low.&lt;/p&gt;

</description>
      <category>testing</category>
      <category>beginners</category>
      <category>productivity</category>
      <category>programming</category>
    </item>
    <item>
      <title>Interaction Awareness System – Custom Depth &amp; Icon Widgets | UE5 Devlog</title>
      <dc:creator>MT Indie Dev</dc:creator>
      <pubDate>Wed, 21 Oct 2026 14:49:52 +0000</pubDate>
      <link>https://dev.to/startupcafe/interaction-awareness-system-custom-depth-icon-widgets-ue5-devlog-16kk</link>
      <guid>https://dev.to/startupcafe/interaction-awareness-system-custom-depth-icon-widgets-ue5-devlog-16kk</guid>
      <description>&lt;p&gt;Hello everyone!&lt;/p&gt;

&lt;p&gt;In this development log for Life of Alex, I’m showcasing the interaction awareness system I’ve built to help players identify objects they can interact with naturally while exploring the world.&lt;/p&gt;

&lt;p&gt;The system combines icon widgets with custom depth shaders, allowing interactable objects to provide clear visual feedback without overwhelming the screen or breaking immersion.&lt;/p&gt;

&lt;p&gt;Icons help communicate available interactions, while the custom depth effect highlights relevant objects and makes them easier to distinguish from the surrounding environment.&lt;/p&gt;

&lt;p&gt;This system is part of my ongoing work on making exploration and interaction in Life of Alex feel intuitive, responsive, and visually consistent.&lt;/p&gt;

&lt;p&gt;Life of Alex is currently in early development, so everything shown is still subject to change as the project continues to grow.&lt;/p&gt;

&lt;p&gt;Follow the development journey for more systems, environments, gameplay mechanics, and behind-the-scenes progress.&lt;/p&gt;

</description>
      <category>programming</category>
      <category>productivity</category>
      <category>beginners</category>
      <category>devops</category>
    </item>
    <item>
      <title>Illumination Systems | UE5 Devlog</title>
      <dc:creator>MT Indie Dev</dc:creator>
      <pubDate>Wed, 21 Oct 2026 14:48:25 +0000</pubDate>
      <link>https://dev.to/startupcafe/illumination-systems-ue5-devlog-4dml</link>
      <guid>https://dev.to/startupcafe/illumination-systems-ue5-devlog-4dml</guid>
      <description>&lt;p&gt;In this devlog, I’m showcasing the Flashlight, Lantern, and Battery Systems I’ve built for my game in Unreal Engine 5 using Blueprints.&lt;/p&gt;

&lt;p&gt;Both light sources are fully integrated with the inventory system and can be equipped, used, dropped, and swapped. The flashlight and lantern each maintain their own battery level, while the UI displays the remaining charge of the currently equipped light.&lt;/p&gt;

&lt;p&gt;The system also handles switching between the flashlight and lantern, including correctly shutting down the previous light, stopping its battery drain, and transferring control to the newly equipped device.&lt;/p&gt;

&lt;p&gt;Systems showcased:&lt;/p&gt;

&lt;p&gt;Flashlight system&lt;/p&gt;

&lt;p&gt;Lantern system&lt;/p&gt;

&lt;p&gt;Battery consumption&lt;/p&gt;

&lt;p&gt;Independent battery levels&lt;/p&gt;

&lt;p&gt;Battery UI and status display&lt;/p&gt;

&lt;p&gt;Inventory integration&lt;/p&gt;

&lt;p&gt;Flashlight to Lantern swapping&lt;/p&gt;

&lt;p&gt;Equip and unequip logic&lt;/p&gt;

&lt;p&gt;Light activation and deactivation&lt;/p&gt;

&lt;p&gt;Battery drain timers&lt;/p&gt;

&lt;p&gt;This is part of the ongoing development of my game, where I’m building the gameplay systems step by step in Unreal Engine.&lt;/p&gt;

&lt;p&gt;More development updates and system showcases are coming soon!&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>programming</category>
      <category>showdev</category>
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