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gregorik/README.md

Andras Gregori @ GregOrigin

Unreal Engine C++ engineer. I fix UE5 stutter and get Unreal Android games through Google Play.

Hire me Website YouTube LinkedIn


🛠️ What I do for studios

Fixed-price work inside your project. You get a written report and before/after proof.

  • Google Play Compliance Pass (UE 5.5–5.8): target API 36, Play Billing Library 8 and 16 KB memory pages, plus a preflight report of everything Play would reject. Google's extension window for API 36 ends on 1 November 2026.
  • Stutter & First-Run Fix (UE5 PC / Steam): a cold-cache hitch capture, the whole PSO pipeline (collection, bundling, precaching, warm-up) and scalability defaults for mainstream PCs.
  • Contract Unreal C++: plugins, editor tools, build and packaging pipelines, and gameplay systems.

➡️ Prices and a free 20-minute check: gregorigin.com


🚀 The proof: my systems

Several of these repos are the free Core versions of my Fab plugins.

PSO Autopilot
PSO Autopilot
Memory-safe, asynchronous PSO cache collection and warm-up with time-sliced Game Thread yielding. The engine work behind the stutter fix.
Stars
TargetFrame
TargetFrame
Dynamic runtime scalability that holds frame rate on mainstream PCs, so Lumen doesn't sink your first-run experience.
Stars
TerraDyne
TerraDyne
Native C++ runtime landscape: real-time sculpting, digging, painting and persistence.
Stars
Rollback Core
Rollback Core
Deterministic GGPO-style rollback netcode for UE5: fixed-step simulation, save/restore and resimulation.
Stars
OmniWalk
OmniWalk
Zero-config arbitrary gravity and surface adhesion. Native C++ "Magneboot" locomotion for spider-walking and planetary gravity.
Stars
Instant Organic Caves
Instant Organic Caves (IOC)
Lightweight, purist C++ engine that generates procedural caves and rock structures at runtime.
Stars
BlueLine
BlueLine Core
Blueprint UX toolkit: algorithmic wire-crossing minimisation, linting and semantic auto-tagging.
Stars
SyncShield
SyncShield / SafeSave
A source-control safety net for Git, Plastic and Perforce. It catches dirty packages and enforces file locks before they turn into 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)
  • Shipping: multi-engine packaging and automated test matrices (UE 5.5–5.8), Android toolchain (SDK/NDK, Gradle, UPL), Google Play requirements
  • Core Systems:
    • Asynchronous multithreading (TaskGraph, FMonitoredProcess)
    • Dynamic/procedural mesh generation (UDynamicMeshComponent, voxels)
    • Custom locomotion and physics solvers that skip the overhead of the standard Character Movement Component
    • Editor utilities, Slate UI and engine-level hooking
  • Graphics/Rendering: shader pipeline caching (PSO), compute shaders, Runtime Virtual Textures (RVT)

Also: native Windows 11 tools on itch.io · support the free Core versions on Patreon · all links on Linktree


GitHub Stats

Popular repositories Loading

  1. TerraDyne TerraDyne Public

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

    C++ 44 7

  2. InstantOrganicCaves InstantOrganicCaves Public

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

    C++ 42 3

  3. PSO-Autopilot PSO-Autopilot Public

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

    C++ 20 3

  4. Rollback-Core Rollback-Core Public

    Deterministic GGPO-style rollback netcode for Unreal Engine 5: fixed-step simulation, SaveGame-reflection state capture, UDP transport with input redundancy and reliable ACKs. MIT-licensed.

    C++ 20 4

  5. BlueLine BlueLine Public

    A comprehensive Blueprints plugin for UE5.5+

    C++ 18 3

  6. OmniWalk OmniWalk Public

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

    C++ 17 1