Unreal Engine 5.7
C++ gameplay scaffold with Blueprint-facing hooks.
Unreal Engine 5.7 WIP
A development archive for a third-person procedural maze speed game, following the actual build from C++ systems to Houdini assets and playable hub progression.
Current Shape
This site is the public trail of the game being made: what works, what is being tested, what failed, and what gets promoted into the next playable slice.
C++ gameplay scaffold with Blueprint-facing hooks.
Door unlocks, map travel, finish trigger, return to hub.
Timer-led runs with deterministic ranked layouts.
Procedural dry-stone wall work and shared material notes.

Pipeline Log
The current art pipeline work is practical: procedural wall pieces, UV tests, packed texture output, and a shared Unreal material strategy that can scale across repeated maze pieces.
Latest Notes
The public site starts from a strict media rule: only real AMazeIn WIP, editor output, Houdini output, screenshots, code diagrams, and authored notes.
Source: Website/ASSET_PROVENANCE.md
The first target loop is Hub -> Level 1 -> Finish -> Hub -> Level 2 unlocked, driven by data assets and save-state checks.
Source: AMazeIn/Docs/HUB_PROGRESSION_NEXT_STEPS.md
The repeated maze pieces are moving toward shared tiling materials, Houdini masks, edge wear, dirt, moss, and cheap variation.
Source: AMazeIn/Docs/AMAZEIN_STONE_MAZE_MATERIAL_UE57.md
A Windows cook reached the asset statistics stage but ended with an unknown cook failure, making build diagnosis part of the next production pass.
Source: AMazeIn/Builds/Output_Log/Output_Log.md
Systems
Each ranked map is represented by a data asset with MapId, DisplayName, CampaignOrder, RankedSeed, MapVersion, level reference, and progression metadata.
The run subsystem manages normal, hardcore, and practice starts, level transitions, elapsed time, deaths, validation tags, splits, and run completion.
A reusable C++ door actor calculates locked, unlocked, and completed states, then leaves visual treatment to Blueprint presentation.
Roadmap
The near-term focus is not a broad marketing site. It is a readable record of the hub loop, door progression, level travel, timer behavior, and material pipeline becoming one coherent playable slice.
