Finals for Epic MegaGrants
a full-fledged development environment that works in runtime. The ability to create scripts (including through Blueprint similar runtime node scripting) right in the game, without a coking. In the in-game API of the sandbox gets everything that is already blueprinted in ue plugins. And the ease of distributing plugins (copying files) makes the ecosystem truly alive.
1. Name and essence of the project
"U3DSBGEXER: A platform for live 3D creativity with a rent signature and dynamic plugin ecosystem"
This is a ready-to-use application (assembled build) that provides an environment to create, edit, and program interactive 3D worlds in real time. Unlike static editors, this platform includes a full-fledged rent-scripting system: users can create and edit visual node scripts right during the application, without compiling and coughing, and use an extended set of nodes that open access to the deep C++ API Unreal Engine. Runtime plugins and scripts are distributed as plugins that can be simply copied to the folder – and they work immediately, without restarting.
2. The problem that the project solves.
2.1 The rate of iterations in development: The usual cycle before testing the final product "changed the code → reassembled → started" kills time. Our platform allows you to change logic and content instantly, directly in the running application.
2.2 Blueprints Limited: Standard Blueprints are collected only in unreal editors, provide access only to part of the API engine. Many powerful C++ features remain unavailable without writing code. We bring to Blueprints the C++ API that developers are so lacking, expanding the visual scripting capabilities to a level comparable to programming.
2.3 Difficulty distributing tools and mods: Usually, to share a tool or mod, you need to pack a project, individual plugins, compile, create installers. The plugin is just a file folder. Copied to a friend and he already has it.
2.4 Gap between the editor and the build: What can be done in Unreal Editor is not available in the attached application. Our platform erases this boundary: the build will have the same features as in the editor - spawn objects, properties editing, scripting.
A. Modular core platform
· BaseCore – base layer: management of rent-sets, reflection, serialization.
UICore is a frame of the user interface that dynamically places the plugin tools.
ModsCore is a download/unloading system of standard plugins in rent term, as well as runtime plugins. Runtime plugins can be added by simple copying to the folder and activated immediately.
B. Tools as plugins
All functional editor tools (pilite of objects, property inspector, transformation manipulators, landscape, material editor, etc.) are implemented as separate ue plugins or runtime plugins. The user may turn/turn them off through the menu, and developers can create new tools using open kernel APIs, including UI for runtime editors.
C. Rentascripting system (key innovation)
The platform includes a full-fledged environment for creating and performing scripts right in the game:
Rentaim-editor runtime node scripting: an interface similar to the Unreal editor where you can create graphs of events, functions. All changes are applied instantly, without compiling and restarting.
· Advanced set of nodes: We have added nodes that open access to those parts of C++ API Unreal, which are usually not available in standard Blueprints, and highly abstract layers of functions are written to simplify the final scripts and reduce their size. This allows developers to implement complex logic without leaving the visual environment.
Integration with rent-sets: scripts can refer to assets created "on the fly" of external files.
· Support for multiplayer scripts: the created logic can be synchronized over the network.
· start and manage external processes and scripts on python, js(nodejs), lua.
D. Own system of rent-sets
The platform allows you to download textures, mixes, external files (PNG, own text format) right during operation, creating transient assets (e.g.: Utexture2D via NewObject) on the fly. This means that the user can simply import the file into the folder with the In-game project, and he will immediately appear in the content browser - without restarting, without baking.
E. Complete reflection and properties editing
Thanks to the wrapping over the native reflection of Unreal (FProperty) and custom serialization (based on FArchive), the platform allows you to edit any properties of any objects in the scene through an intuitive inspector – just as in Unreal Editor, but directly in the game and keep the state of the world. All types available in Blueprints are supported.
F. Built-in server and database
The platform includes a ready-made server module (authoritarian mode) and database integration (e.g., SQLite or cloud), which allows you to create multiplayer worlds with state preservation and user content.
G. What the end user gets
Instant creation and editing of worlds without programming.
· Ability to change the behavior of objects through visual scripting right in the game.
· Simplicity of adding content: imported a native file - it is already in the project asset.
· Programmers and advanced developers:
· Advanced API in Blueprints – runtime node scripting, you can implement complex logic without C++.
· Ability to create your own plug-tools and scripts and share them with simple copying.
· Open core for customization.
· Community of modders:
· Ease of distribution of mods: just copy the folder.
Mods can contain not only assets, but also scripts that change the gameplay.
H. Innovativeness and uniqueness (why is a game manager)
The world's first rent-world environment with a full development cycle: You can create content, program logic and immediately play, interact - all in one application, without switching.
· Democratization of programming: Runtime node scripting allows people without deep C++ knowledge to create complex game mechanics.
· Ecosystem "copy-paste" for plugins: Distribution of tools and mods becomes as simple as copying files to the folder. This can create an explosive growth of user content.
Unreal as an invisible backend: The user does not touch the engine at all, but uses all its power, including graphics, physics, network.
I. Contribution to Unreal Community and Ecosystem
Attracting a new audience: Artists, designers, students who were afraid of programming will be able to create with visual scripting, without the need to use Unreal editor and a complex development pipeline.
· Empowerment of runtime node scripting (an analogue of Blueprints): Our developments can be integrated into the official engine by enriching it.
Creating a marketplace of plug-plugs-tools: Third-party developers will be able to sell their tools that work within our platform, which will create a new economy.
J. The grant fund use plan
- Completion of the development of the kernel and system of plugins (40%): stabilization of BaseCore, UICore, ModsCore; ensuring the security of plugins download.
- Development of a rent-type scripting system (20%): creation of a full-fledged Blueprints editor, expansion of the soda set, integration with rantime assets.
- NetworkCore (15%)
- Hardware, gpu, VR headset (10%)
- Documentation and SDK for creating plugins and scripts (5%): writing guides, examples, video lessons.
- Marketing and preparation for release (10%): creation of demo projects, promotional videos, participation in conferences.
- gpu, now you need top to accelerate development with local ai, check modern technologies in the field of generation 3d.: $10-12k
- VR headset. Depends on available grant size: $500-4000
Salary for the demolition.
1 year. 5 years old.
pre mbp $250000
K. Road map
Available on a web site.
https://www.deeptechcore.org/u3dsbgexr/specifications/plan/roadmap
· Already ready: part of the core (BaseCore, UICore, ModesCore), basic tools (spawn, properties, transformations), Rentari-asset (texture), preservation / loading, reflexion rudiments.
· 12-18 months: public release pre mvp, preparation for Unreal Fest.
"Runtime World Builder: Create Worlds and Program Their Behavior - in a Game, Without a Compilation, With Runtime Node Scripting Power"
https://www.deeptechcore.org/u3dsbgexr/specifications/plan/roadmap
All the information provided (there is a part of what did not have time to get into the web portal) on the project at the moment, you can study in detail at the link below, see the section:
https://www.deeptechcore.org
u3dsbgexr
Addendum to the application for Epic MegaGants: Key Needs and Expectations from Support
I am the author of the Runtime World Builder U3DSBGEXER project, I want to further indicate what is most important to me as part of receiving a grant. This information will help Epic Games better understand my priorities and how their support can speed up the development of the project as much as possible.
1. Hardware for development (VR and AI)
The modern 3D platform requires advanced hardware to test innovative features and implement AI tools that will speed up development and improve the final product.
· VR-helmet (HMD): Necessary for native support of virtual reality. The platform should allow you to create and edit content directly in VR, which opens new scripts for designers and architects. Without a physical device, testing and debugging VR functions is impossible.
GPU with 96 GB of video memory (e.g., NVIDIA RTX 6000 Ada): Such a map will allow you to run local large language models (LLM) for AI-coding. This will not only speed up my current work (UE reverse engineering, code writing), but also create a reserve for the integration of an AI assistant directly into the platform – to help users create scripts, optimize scenes and learn the capabilities of the system without having to leave the application. Local AI will also reduce the dependence on online services and ensure privacy.
2. Outsourcing Development Funding
$15 000 – coverage of the costs of the above equipment.
$50 000 - these funds will attract a small external team (for example, one senior-developer for 6 months, 960 hours of remuneration of highly qualified specialists suitable for the development of each specific functionality) to accelerate the key areas:
Completion of the Rent Time Scripting System.
· Implementation of reliable network synchronization for multi-user editing.
· Creation of SDK and documentation for third-party plugin developers.
This will reduce the release time by 6-9 months.
3. Recognition of Epic Games as a booster of the project
Getting a grant from Epic Games is not just money. This is a quality mark that:
· Confirm the value of the project to the community and attract the first users.
· It will help to form an active community of developers, modders and content creators around the platform.
· Become the basis for finding additional investments or crowdfunding.
4. Technical support and access to Epic engineers
Unreal Engine is a huge code base. Even with open source, a deep understanding of its intestines requires years of experience. My main pain is reverse-engineering and the need to understand the intricacies of the work of the UE under the hood, so that my superstructure is stable and effective.
The possibility of episodic consultations with Epic engineers (for example, in Q&A format or codeview by key nodes) will be an invaluable help. This will help:
· Quickly find optimal ways to implement complex functions.
Avoid architectural errors that first emoll the time to rollback, revision of architecture, new implementations or partial rewriting.
· To guarantee that my superstructure is in step with the engine technology and, perhaps, in the future can be integrated into the official versions of the UE.
· I am ready to provide full access to the current project code, conduct an online demonstration and answer any questions from Epic engineers to get feedback and take into account their recommendations.
5. Grant as a “ticket to Europe” (immigration and infrastructure)
The amount of €40 000 on the account is not just a figure, but a legal basis for mobility, if you are not an EU citizen.
- Visa anchor. The presence of these funds allows you to apply for visas / residence permits for “financial independents” or “foreign foreigners” in many EU countries (Spain, Portugal, Italy, Greece, etc.). Money on the account proves that you will not look for illegal work and you can support yourself.
- Banking and contractual access. With the European account and residence permit, you get the opportunity to legally contact with EU grant systems, universities and research centers. You become “your” for them from the point of view of bureaucracy – you can officially receive funding, sign contracts, participate in tenders.
- Briefly: €40k is not expenses, but an insurance deposit that opens the door to the European ecosystem. It is not necessary to spend them, simply having solves a lot of bureaucratic problems and gives freedom of movement and work.
4. My readiness for cooperation
I am open to dialogue and ready to:
Provide full technical documentation and source code for review (under NDA, if required).
· Conduct a detailed analysis of architecture and show current progress.
· Discuss any comments and propose solutions for their integration.
Bottom line: The main goal is to turn the existing powerful prototype into a full-fledged commercial product that will change the approach to creating content on the Unreal Engine. Support for Epic Games in the form of grant, equipment and expertise will be a factor of acceleration in this process, and openness to cooperation ensures that the invested resources will go to create a really high-quality and useful tool for the entire community.