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Day 61 — Mission System Refactor & Material Graph Tooling

Cozy GameFortnite / UEFN

Context

Today was dominated by a major refactor of the Mission system. This part of the game has proven especially sensitive to architectural decisions, and previous iterations were simply too fragile to scale.

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Mission System Refactor

The core issue was responsibility overload. Too many components were trying to do too much, which meant that:

  • Fixing one mission edge case caused regressions elsewhere
  • Small logic changes had outsized ripple effects
  • The AI agents struggled to reason about the system holistically

To address this, I stepped back and redefined the requirements very explicitly, then refactored the system so that:

  • Each component has a single, narrow responsibility
  • Ownership boundaries are clear and enforced
  • Cross-component communication is intentional rather than implicit

This refactor required multiple passes and a lot of patience, but the result is a Mission system that is finally stable and behaving as intended.

Tooling: Material Graph Editor App

Alongside the mission work, I built a Material Graph Editor app. This tool allows me to:

  • Copy and paste material graph nodes between the app and UEFN
  • Rapidly prototype and iterate on complex materials
  • Reduce friction when experimenting with UI and world materials

This should significantly speed up future UI and material polish work.

Summary

What I accomplished:

  • Completed a large-scale refactor of the Mission system
  • Reduced fragility by enforcing strict component responsibility boundaries
  • Stabilized mission logic across multiple use cases
  • Built a Material Graph Editor app for faster material iteration

What I learned:

  • Fragile systems are often a sign of blurred ownership
  • Clear responsibility boundaries make AI-assisted coding far more effective
  • Investing in tooling pays off immediately when iteration speed matters