New owner of the system.
Discord: https://discord.gg/NmtPWzK2
Documentation: https://slimwiki.com/wonderscape-creations/welcome-3c68b6e7vr/wc-dynamic-society-z77cy5nk4o-3qkuln8tlc55
WC Dynamic Society is simulation middleware for Unreal Engine 5.6. It provides three deeply integrated systems — a dynamic social graph, a configurable in-world calendar, and a full crime and justice ledger — as game instance subsystems, actor components, and designer-authored data assets.
It is not a dialogue tree or quest scripting language. It is the simulation layer underneath your game: tracking who likes whom and why, what time it is in your world, and who witnessed what crime where. Your dialogue, quest, AI, and UI systems call into it and listen to its delegates.
Pillar 1 — Dynamic Society
A full social graph simulation centered on UDynamicSocietySubsystem. Opinion scores track relationships between any two entities across a configurable range. When an event changes one relationship, changes can propagate through the graph in queued, priority-tiered updates for performance.
Faction membership, rank progression, and rank-change delegates
Regional reputation with configurable sentiment threshold labels for UI
Social connections between NPCs with optional secrecy and discovery events
NPC lifecycle states: Active, Dormant, Resurrected, Deceased, Purged — with broadcast delegates for quest systems to react
Relationship structs cache memory GUIDs and context tags for fast history queries
UNPCSocialComponent, UPlayerSocialComponent, and UWorldSocialComponent handle per-actor registration and the player-side multiplayer replication path
RegisterQuestSystem() interface lets your quest backend participate without modifying the plugin
Pillar 2 — Fictional Calendar
A fully configurable in-world calendar via UCalendarSubsystem. Define your own year, month, and week structures through data assets — the calendar makes no assumptions about your world's time scale or structure.
Day/night boundaries, configurable sunrise/sunset, smooth time-of-day helper compatible with dynamic sky systems
Optional seasons, celestial body definitions (moon phases, etc.)
Scheduled recurring calendar events with history, occurrence counts, and manual trigger support
Time scale control, pause/resume, and time skip (by delta, to datetime, or to the next named event or period)
Built-in replication: selected state syncs and multicast RPCs handle pause and time skip notifications across clients
Save/load integration for persistent worlds
Rich async Blueprint wait nodes: wait for specific datetimes, periods, seasons, celestial phases, dawn/dusk, and event start/end
Integration note: The calendar does not auto-tick. You must call TickCalendar(DeltaTime) from authoritative game code (GameMode or PlayerController tick) each frame.
Pillar 3 — Crime & Justice
A runtime crime ledger and justice rules engine via UCrimeSubsystem. Record crimes by Gameplay Tag, attach witnesses, propagate knowledge through factions and personal networks, compute bounties, and apply data-asset-driven sentences.
UWitnessComponent handles perception checks, reporting delays, and relationship thresholds
UGuardComponent handles guard reactions
Bounty scaling based on crime severity and victim social tier configuration
Knowledge propagation through factions and personal networks; secondhand knowledge spreads on witness death
False accusations, pardons, and exile records
Vigilante reaction rules via data asset
Relationship-based fine discounts via society integration
In-game time coupling with the calendar subsystem (with UTC fallback)
Full save/load snapshot of crime records, bounties, knowledge, exiles, and accusations
Extensive console command debug tooling for dev builds
Networking note: Crime runs server-authoritative. There is no automatic client replication built in — propagate results to clients through your own actors and UI.
Blueprint Coverage
All three pillars expose large Blueprint APIs with categorized function libraries, component interfaces, and async wait nodes. Async nodes cover relationship changes, threshold crossings, propagation completion, NPC lifecycle, crime reports, bounty thresholds, wanted status, sentences, calendar events, and more.
Technical Specifications
Engine Version: 5.6.0
Plugin Version: 1.0.1
Modules: Runtime + Editor
Blueprint Support: Full — all three pillars Blueprint-exposed
C++ Source: Included
Dependencies: Gameplay Tags, AI Module, Net Core
Primary Platform: Windows (Win64)