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
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.
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.
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.
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.