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gregorik/README.md

Andras Gregori @ GregOrigin

Unreal Engine, C++, C# Architecture | Engine Level Systems | Procedural Generation

Website Patreon Linktree

1. I build high-performance, purist C++ systems for Unreal Engine 5.5+, 0% blueprint, 100% optimization and native engine integration.
2. I build FOSS native Windows 11 apps and wrappers for the community & my personal daily use.
3. I experiment with FOSS SaaS using TypeScript, Laravel, PHP, C#.


🛡️ Introduction

I specialize in solving hard-tech problems within the Unreal Engine ecosystem that standard Blueprints cannot handle. My work focuses on Runtime Procedural Generation, Custom Physics/Gravity Solvers, and Memory-Safe Asynchronous Tooling.

Some of the repositories below are the Open Source "Core" versions of my production-ready Pro Fab plugins. They are designed to act as highly optimized, lightweight alternatives for the UE developer community.


🚀 Featured Architectural Systems

Instant Organic Caves
Instant Organic Caves (IOC)
Lightweight, purist C++ engine for UE5 to generate procedural cave & rock structures at runtime. Zero-config Voxel architecture.
Stars
TerraDyne
TerraDyne
Experimental, high-performance, native C++ landscape runtime plugin for UE 5.7. Unlocks real-time mesh deformation and persistence.
Stars
OmniWalk
OmniWalk
Zero-Config Arbitrary Gravity & Surface Adhesion Framework. Native C++ "Magneboot" locomotion for Spider-walk and planetary gravity.
Stars
BlueLine
BlueLine Core
A comprehensive Blueprint UX/UI routing plugin. Features algorithmic wire-crossing minimization and semantic auto-tagging.
Stars
PSO Autopilot
PSO Autopilot
Memory-safe chunking and time-sliced Game Thread yielding for automated Unreal Engine Shader Pipeline Cache collection.
Stars
SyncShield
SyncShield / SafeSave
Headless Git integration that intercepts dirty packages and provides strict file-locking protection to prevent team merge conflicts.
Stars

⚙️ Technical Stack & Experience

  • Languages: C++20, HLSL/GLSL, C#, Python, TypeScript, PHP
  • Game Engine: Unreal Engine 5.4 - 5.8 (Source Builds, UBT, UAT, Plugin Architecture)
  • Core Systems:
    • Asynchronous Multithreading (TaskGraph, FMonitoredProcess)
    • Dynamic/Procedural Mesh Generation (UDynamicMeshComponent, Voxels)
    • Custom Locomotion & Physics Solvers (Bypassing standard CMC bloat)
    • Editor Utilities, Slate UI, and Engine-Level Hooking
  • Graphics/Rendering: Shader Pipeline Caching (PSO), Compute Shaders, Runtime Virtual Textures (RVT)

🤝 The "Pro" Ecosystem

Some of the UE5 repositories hosted here represent the foundation of what I work on. For studios or solo-devs looking for more advanced features, polish, and dedicated technical support, the Pro versions of these tools are available via the marketplace.

➡️ View my current UE5 catalog on Fab


GitHub Stats

Popular repositories Loading

  1. InstantOrganicCaves InstantOrganicCaves Public

    An extremely lightweight, purist C++ engine for UE5 to generate procedural cave & rock structures at runtime.

    C++ 39 3

  2. TerraDyne TerraDyne Public

    An experimental, high-performance, native C++ landscape plugin for Unreal Engine 5.7.

    C++ 36 6

  3. OmniWalk OmniWalk Public

    Zero-Config Arbitrary Gravity & Surface Adhesion Framework for UE5.4+. Native C++ "Magneboot" locomotion with gimbal-free camera stabilization.

    C++ 14 1

  4. BlueLine BlueLine Public

    A comprehensive Blueprints plugin for UE5.6+

    C++ 13 1

  5. PSO-Autopilot PSO-Autopilot Public

    Memory-safe, asynchronous shader compilation and PSO warm-up system for UE5

    C++ 11 1

  6. UELTX2-Unreal-to-LTX-2-Curated-Generation UELTX2-Unreal-to-LTX-2-Curated-Generation Public

    A runtime integration of LTX-2 into UE5.5+

    C++ 7 2