Llama VTT

Raw entries from the build — working sessions, solved problems, and decisions made. Each entry is a day in the project. The full feature roadmap lives here.

Dev Log

May 16 2026

Dual cameras, core framework & scene actor hierarchy

Added dual camera pawn with perspective and orthographic spring arm cameras, both registering with the RenderMode subsystem. Built out the full core framework — GameMode, GameState, PlayerState, PlayerController, HUD. Established the VTTSceneActor hierarchy with VTTMeshActor as the base switchable actor, HISM architecture planned for environment rendering.

Rendering Architecture
May 15 2026

3D/2D runtime swap working

RenderModeSubsystem is live. VTTSceneActors register on BeginPlay, the subsystem iterates all registered actors and calls SetRenderMode on each. VTTMeshActor toggles visibility between its 3D StaticMesh and 2D flat mesh. Both cameras switch simultaneously. First successful runtime swap confirmed.

Rendering Architecture
May 15 2026

EOS P2P sessions working end-to-end

Two standalone clients running simultaneously — one hosting, one finding and joining via Epic Online Services. Client successfully travels to the host's session. Device ID login fires automatically on game start. Session creation and discovery confirmed working with on-screen debug output.

Networking UI
May 14 2026

EOS SDK integrated & project architecture laid out

Integrated Epic Online Services into the UE5.7 project. Configured DefaultEngine.ini with EOS credentials, net driver, and P2P socket settings. Set up Public/Private folder structure for source. VTTGameInstance handles EOS login on startup.

Networking Architecture