Gameplay programming, in C++ and in Blueprint, plus the editor work that surrounds it.
Some of these posts are about systems that ship inside the game: ability instancing policies, gameplay tags as state, streaming levels in at runtime ( the GAS ones also live together in the Gameplay Ability System hub, with an introduction to the whole plugin ). Others are about the editor itself, which is where a surprising amount of time quietly goes. Component visualizers let you draw your own debug shapes in the viewport, custom class icons make a content browser full of assets readable, and a plugin gives your code a module of its own.
None of it assumes a big team. Most of it started as a problem I hit on a project and then wrote down so I would not have to solve it twice.












