Posted October 02, 2025 by SyntaxSurfers
#build
The team at Syntax Surfers is proud to announce that a playable demo of our title WaveBreakers is available! Feel free to jump in, and please, let us know what you think!
See a list of recent changes to the build below!
ADDED
Initial folder creation and p4ignore
ADDED
initial project file commit
CHANGED
made uproject writable
CHANGED
removed shipping from binaries in p4ignore
ADDED
test cube to scene
DELETE
binaries file not ignored. Now it is
ADDED
Testing
ADDED
Testing
ADDED
Cube
ADDED
-
ADDED
test cube and test c++ files for Avery
ADDED
more test code classes with parents
DELETE
temp testing c++ files
CHANGED
the project.h file to allow for error messaging (logs)
ADDED
all code files under both folder. no blueprint implementation
CHANGED
updated module dependencies to better reflect our current project
CHANGED
Removed all character implementation provided by Unreal
ADDED
DELETE
All codebase from GAR. No blueprint implementations
removed UE Third Person Character prefab
ADDED
Agent reload files because UE ignored them for some reason?
ADDED
Player and enemy models
CHANGED
adjusted player camera. kept spring arm
CHANGED
ADDED
map to use code player
wrappers for the game mode and player files
ADDED
nav mesh volume
ADDED
kill plane script added
ADDED
player movement and BP’s
CHANGED
code for player to move and comment out crash killers
ADDED
new enemy
ADDED
Towers and Environment
ADDED
UI assets for crosshairs and misc. functions
ADDED
CHANGED
projectile BP wrapper and flat red color
added crosshair and weapon icon to the player hud
ADDED
CHANGED
Flag icon
updated UI layout
ADDED
Kill plane added to scene and wall split for testing
ADDED
main menu widget and background
ADDED
results widget
CHANGED
ADDED
game mode, main menu, and default engine settings
Menu and game instances
ADDED
win zone placed in world for win condition
ADDED
win zone moved
ADDED
win zone class
CHANGED
player camera position
ADDED
Music
CHANGED
code game mode setting menus with test collisions
ADDED
SFX
CHANGED
base player stuff, weapon socket
CHANGED
began pause menu implementation
CHANGED
added pause input
ADDED
footsteps notify sounds
ADDED
more SFX
CHANGED
added death animation place holder. Damage pickup and damage pickup implementation.
CHANGED
win menu showing
ADDED
pause menu widget
ADDED
Music to Main Menu
ADDED
pause menu
CHANGED
game default Map
DELETE
Demo from that CREATURE
CHANGED
The stupid crab cant animate
CHANGED
no longer in release mode
ADDED
music to the pause menu
ADDED
CHANGED
Building and Grid System classes
Grid Component to work with Building and Grid System
ADDED
Building Actor class
CHANGED
Content browser re organized
CHANGED
commented out grid system in grid component
ADDED
Added god mode and full health cheats
ADDED
basic enter and exit of first person build mode
CHANGED
simple building added in scene when entering first person build mode
ADDED
DELETE
Builder component and new Kill zone
kill plan
DELETE
CHANGED
duplicate tower folder
re-applied BP cannon mesh
CHANGED
ADDED
Level Layout. Level outliner organized
GridSystem to scene. kill zone actor to scene.
ADDED
Spawn enemy cheat code
ADDED
Cheat Code currently can only fill health god mode and spawn enemies
ADDED
Tower Defender system with player possession functionality.
Fixed-base aiming with clamped camera control and synced weapon mount rotation.
Real-time projectile alignment to current aim.
Owner assignment on possession and player mesh visibility toggle when entering/leaving tower.
ADDED
C++ Clases of the tower #changelist validated
CHANGED
fixed level layout
ADDED
new testing scene
DELETE
CHANGED
Third person map
game instance to use testing map
ADDED
CHANGED
new map for testing build mode and grid
testing map grid defualts. build mode shows grid layout
ADDED
CHANGE
BP_LaneAgentController, BPTask_SetNextWaypoint, BT_LanePush, ALaneManager, ALaneWaypoint, Starter Map with lane/waypoint setup.
Updated Dummy AI Controller to use new lane system, linked Blackboard keys, adjusted BT lane-follow branch to Sequence.
ADDED:
Options Menu. Displays Simple Controls.
CHANGED
Some of the cheats to work
ADDED
Cheat Code currently can only fill health god mode and spawn enemies
ADDED
Code Quest giver NPC
ADDED
Quest giver NPC and Widget made
ADDED
Quest giver NPC
CHANGED
Some code so the player will stop to interact with the Quest giver
CHANGED
fixed grid line memory issue
CHANGED:
Fixed pause menu tabs functionality. Added button for expanded pause menu. Reordered Initialization of GridComponent pointers
CHANGED:
Another rearrangement of the grid component instantiation
CHANGED
buildings now snap to center of grid tile
ADDED:
Objective display.
ADDED
Quest Logging Code
ADDED
CHANGED:
UTargetableComponent for AI detection/collision setup, UHealthComponent for damage/death handling, melee socket fallback and targetable?only damage filtering;
Core and Tower to include targetable/health components with proper collision, updated UTargetableComponent::OnRegister() to block relevant channels, and expanded ABaseRifle melee sweep to hit valid objectives while ignoring non?targets.
CHANGED
restricted building to 1 structure per tile
CHANGED
BP base player grid settings
CHANGED
fixed missing function declarations
ADDED
CHANGED
inputs for cycling through placeable buildings
player can build towers and regular buildings
ADDED:
FPS display, Beginning of cheats menu.
ADDED:
Fixed a possible crash when the player pauses.
CHANGED:
FPS counter implementation
CHANGED:
Proper UI delegate cleanup
ADDED
construction phase logic, grid placement support, and possession han
CHANGE
Enemy animation, phase timer to 15 s #changelist validated
CHANGED:
added win con. fixed win timer??? maybe idk test
CHANGE
Player animation to NO foot steps
CHANGE
NOOOOOO FOOTSTEPS
CHANGE
Updated SpawnAgent to use IsActorBeingDestroyed() and validity checks before binding OnDestroyed to prevent ensure failures during spawner or agent destruction
ADDED
CHANGE
ATowerAoEProjectile (radial damage + explosion VFX/SFX), ATowerEffectProjectile (status?effect base), ETowerType enum in ABaseTower, ProjectileClass property/getter in ABaseTower.
Fixed Auto Possess AI in tower Blueprint, updated ATowerWeapon to spawn tower?configured projectile class, made ATowerProjectile::OnProjectileHit virtual, added friendly?fire ignore logic in ATowerProjectile.
CHANGED
Abstracted build mode from player to builder component
ADDED
CHANGED
added material to show grid tiles in first person build mode
changed build mode shows visual cues
CHANGED
FPS Counter working as intended
CHANGED
Tried to solve the reticule not changing color issue. Swing and a miss.
ADDED
Grid tile class
ADDED
CHANGED
camera and spring arm to gird system. background to scene view
grid system to derive pawn instead of actor
CHANGED
prevented entering top down mode from first person build mode
DELETE
ADDED
CHANGED
grid system in build mode test scene
new grid system in build mode test scene
top down mode can zoom, move side to side, and back to forward. (offset error)
DELETE
ADDED
CHANGED
grid system in build mode test map
new grid system in build mode test map
top down build mode can zoom and pan
ADDED
Code for Quest
ADDED
Flintlock pistol asset
CHANGED
ADDED
Modified the Rifle to be a rifle. Player and enemy models to use proper weapon placements
Melee Weapon code and blueprints
CHANGED
fixed top down movement inconsistency
ADDED
Quest log to the player/ have yet to test but pushing pushing if someone needs the player while i step away quick
ADDED
BP Grid Tile to project
CHANGES
Added BindHUDToPlayer/BindHUDToTower in BasePlayer (with forward decl for ABaseTower), updated HUD delegate rebinding with immediate SetHealth/SetAmmo, unbound tower delegates in LeaveTower, fixed BaseRifle::BeginPlay to use GetOwner() and Destroy() safely, ensured TowerWeapon::Attack uses WeaponMount/camera rotation when player?controlled.
CHANGE
Refactored tower possession logic into Apply/RemovePossessionBoost helpers with debug logs; boosts now apply via weapon?s projectile class but UI swap + cleanup/fix still pending.
ADDED
CHANGED
Tile preview for top down mode. not building yet.
removed excessive logs in grid component
ADDED
Quest log still needs work
Changed
Event graphes to make quest log
CHANGES
Update TowerDefensePhaseManager and BaseSpawner integration with full build/defend phase loop, enemy spawn/kill tracking, round progression, difficulty scaling, and win condition broadcast- needs more work/not completed
ADDED
cheats to be able to use in game .exe
CHANGED
ADDED
Options menu to better reflect actual control scheme
UI flat color to paint with, if needed.
CHANGED
hooked the cheats menu into the cheats menu. No idea how the user clicks this.
CHANGED
Everything here played a part in attempting to get the Core Health bar on screen to decrement when the core takes damage.
CHANGED
Its so late I don't remember. I think I was setting up a volume slider? Did someone already make a master volume interface?
CHANGED
ADDED
Starter map grid settings
cycling through available buildings, and placing buildings
ADDED
CHANGES
COMMENT
PhaseHUD widget integration (phase text, build timer, round info; hides round info on Build phase start)
Updated BasePlayer to bind PhaseHUD to PhaseManager delegates (BuildPhase, DefendPhase, BuildTimerTick, RoundInfo); removed binding to enemies remaining
Removed enemies remaining display from HUD (kept internal tracking in PhaseManager for wave completion)
CHANGED
commented out non-existent callback
CHANGED
fixed first person build preview not updating while in build mode
ADDED
ADDED
Pistol animation
extra build state materials
DELETE
CHANGED
Unused island map
flipped and to an or in base agent attack interface func
CHANGED
some of the cheat event graphs to actully be clicked so now god mode and Refill health will happen, NOTE: no visual effect and must be used in pause menu to work
CHANGE
Fix the towers so you can posses them in build mode too, and fix the phase manager
ADDED
CHANGE
Add input for the melee attack
add in the base player class the new melee input
CHANGE
add a if check to see if melee is asing
ADDED
CHANGED
Pistol animation blend and retargeted pistol animation
The animation blend space
CHANGE
fixed the shutdown crash by replacing the lambda timer with a safe bound function and clearing all timers in EndPlay to prevent dangling this references.
CHANGED
fixed build mode building list from beign cleared.
stopped placement of overlapping buildings in top down mode
ADDED
CHANGED
Retargeted pistol animation revision
Animation poses and the retargeting values to better position the pistol
ADDED
Master volume to work with slider!!
CHANGED
Player shoots and melees properly
GHANGED
base rifle aim rotation
CHANGE
set the player visible once it levaes the tower
CHANGE
behavior tree so the agent dosen't try to reload
CHANGE
bp melee to do 1 damage
CHANGED
Projectiles die after 5 seconds
CHANGED
Pause menu code a little bit to stop music from playing after being resumed