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Day 46 — Multiplayer Visual Fixes, Global Action Cursor, and Seed UX Improvements

Cozy GameFortnite / UEFN

Context

Today was about closing the loop on multiplayer issues and tightening up some core interaction patterns that had started to sprawl.


Multiplayer Visual Fixes

I completed the remaining multiplayer fixes from yesterday. The root cause ended up being fairly simple:

  • The math driving visual placement was incorrect
  • This caused visuals for non-primary players to spawn extremely far away

Once corrected, visuals now appear correctly for all players in multiplayer sessions.

Global Action Cursor Refactor

I also refactored the action preview cursor:

  • Previously, each tool owned its own cursor logic
  • This led to duplication and inconsistent behavior

I pivoted to a single global cursor that:

  • Listens for player state and equipped item
  • Displays the appropriate preview regardless of tool

This significantly simplifies the system and makes future tools easier to add.

Seeds as Equipable Tools

I changed the behavior of Seeds to function like tools:

  • Seeds can now be equipped
  • Players can walk around with a placement cursor visible
  • Multiple seeds can be planted in succession without reopening the inventory menu

This makes planting much faster and more fluid.

Post image


Summary

What I accomplished:

  • Fixed remaining multiplayer visual issues.
  • Corrected placement math for non-primary players.
  • Refactored tool-specific cursors into a global action cursor.
  • Updated Seeds to behave as equipable tools.

What I learned:

  • Multiplayer bugs often come down to simple math errors.
  • Centralizing shared UX elements reduces complexity.
  • Treating similar interactions consistently improves player flow.