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Wildcard Workshop #2: Data, Logic, and Inheritance
Wildcard Workshop #19: VSS - Virtualization Process
Wildcard Workshop #20: VSS - UnVirtualization Process
Wildcard Workshop #8: SaveGame Classes
Wildcard Workshop #13: Event Dispatchers
Wildcard Workshop #18: VSS - Structure Basics
Wildcard Workshop #3: Building our First Mod
Coviddle Tunes 2020 JamKazam wildcard workshop
How to Version Control Your Data and Models with DVC
Wildcard Workshop #21: VSS - Transition Material
Wildcard Workshop #15: Bitmasks
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Last Updated: September 27, 2026
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Summary
We are going to look at how to use CDOs safely, and also a big warning on what to be careful of when using them. We can make ... Let's continue with our targeting control implementation. We going to get our sentries to start attacking specific individuals. Today we broaden the scope a bit and look at general programming and how it applies to blueprints in UE4. There is some ... Let's set up our "virtualization" process for converting tamed creatures into the sentry crystals that we will eventually be used with ... I never claimed to be good at naming things ;) ) So now that we've turned out creature into a crystal, we need to get it back out ... Today we begin revamping our mod configs and start setting up our SaveGame classes to serialize our settings to disk. This will ... We're taking a look at Event Dispatchers today. These nifty little things can help you listen for changes across actors in your mod ... It's time to start getting something together that we can actually see. I have created some simple temporary meshes so let's get ... Editing Note: at 18:50 I start testing the structure but, I do not have the PGD set in the TestMapArea. I have dragged the ... It's time to get a little artsy, or as much as I can muster. We're working on the transition material today. This turned out pretty cool, ... This is a preliminary lesson on bitmasks, which is important for us to know before we do anything with structure snap points.