Debugging Character Systems in UE5.4 + Integrating AI Into My Dev Workflow
I’m currently deep in the foundation phase of building Magickness™ — a system-driven MMORPG — where the focus is on stabilizing core systems before expanding gameplay. This dev log continues work o...

Source: DEV Community
I’m currently deep in the foundation phase of building Magickness™ — a system-driven MMORPG — where the focus is on stabilizing core systems before expanding gameplay. This dev log continues work on the character preview system, but shifts more into debugging the codebase and refining the development workflow itself. Continuing the Character Preview Fix The preview system is still being refined, specifically around: Resetting character state cleanly between changes Fixing inconsistencies between UI preview and in-world representation Ensuring mesh + animation updates propagate correctly At this stage, the issue isn’t just visual — it’s systemic. If state isn’t handled correctly, bugs compound quickly across UI, animation, and gameplay layers. Codebase Review & System Clarity Instead of continuing to patch issues, I stepped back and started reviewing the structure of the system: Where state is stored and updated How UI interacts with character data How animation and mesh updates are