RPG Engine (UMF)

Intro


Hey! You can discuss the RPG Engine project, read reviews from other customers, and receive support from the developer in this topic. Also, I will be glad to see you in community Discord channel.


:books: Resources

:bell: Latest Updates

• V5: Building system, Mutable Populations + Mass AI, Crossbow, Temperature + Poisoning systems

• V4: Modified GASP: parkour on ANY meshes, New motion animation system (GASP + Anim Layers), Gameplay Tags, Swimming, Rocket Launcher, New swimming, Weapons now auto-lower, New Tools: Item Generator, Character Assistant, Chat features

• V3: Mutable plugin, DLSS, Lean, Dynamic crosshair, Shoulder swapping

• V2: Vehicles

• V1: Quest NPC, Dialogs, Crafting, Vendor NPC, CCTV, Thirst & Hunger



Last Updates



:fire: Features

:bust_in_silhouette:Character & Customization

  • Full MetaHuman integration with async loading

  • Dynamic clothing system with real-time visuals

  • Wardrobe & Weapon Modification Table

  • Enhanced Input for modern rebindable controls


:crossed_swords: Combat Systems

:boxing_glove: Melee Combat

  • 3 attack zones + target tracking

  • 5 attack types: Basic, Aerial, Ranged, Splash, Super Combo

  • 10+ cinematic combat cameras

  • Buffs & Debuffs (Freeze, Burn, Knockout, Poison)

:water_pistol: Firearms

  • Pistols, rifles, snipers, rocket launchers, crossbows

  • Mechanics: overheating, ricochet, penetration, dynamic crosshair

  • Modifications: scopes, silencers, flashlights, grips, mags, red dot

  • Ammo: Standard, Electric, Explosive, Armor-piercing

:bomb: Grenades

  • Frag, Smoke, Stun, Marker, Poison Gas, EMP

:shield: Armor & Equipment

  • 6 armor classes with caliber-specific protection

  • Tactical gear: headphones, goggles, gas masks, NVG & thermal devices


:person_running: Movement & Parkour

  • GASP: parkour on any mesh

  • Climbing, scalable obstacles, ladders

  • Advanced doors (5 lock types)

  • Swimming system


:sparkles: Special Abilities

  • Healing, Telekinesis, Energy Strike

  • Teleportation via waypoints

  • Summonable clones, Stealth mode, Resistance perks


:brain: Advanced AI

  • 3 difficulty tiers, 37+ parameters

  • Sensory system: sight, hearing, memory

  • AI uses weapons, armor & grenades

  • 22+ Behavior Trees with EQS

  • Dynamic reactions: stun disorientation, gas poisoning, tactical regrouping


:world_map: Game Systems

  • Inventory with upgrades

  • Crafting, Vendors, Quests, Dialogues

  • Minimap + Worldmap with filters

  • Survival: hunger, thirst, temperature, poisoning, pollution/shower

  • Skill tree + XP-based progression


:automobile: Vehicles

  • Integrated vehicle system (cars, expandable)

:gear: UI & Settings

  • Menus: Main, Pause, Multiplayer Lobby

  • Pre-game loadout system

  • Save & Load with multiple slots

  • Graphics, audio, gameplay settings

  • Icon generator for UI assets


:bullseye: Target Audience

:graduation_cap: Beginners

  • Learn professional project structure via tutorials & documented systems

  • Understand modular design and scalability

:high_voltage: Professionals & Studios

  • Jumpstart production with AAA-ready architecture

  • Optimized with async streaming, interface-driven design, soft references

  • Multi-threaded BP-to-C++ workflows

Previously known as RPG Engine, the project has been renamed to Ultimate Multiplayer Framework (UMF) — reflecting its growth beyond a single genre. Over time, it has evolved to include mechanics from survival, RPG, and shooter games, becoming a universal foundation for creating multiplayer experiences of any kind.

:graduation_cap: Last Tutorials


:compass: Roadmap


Updates

Version Date Information
1.0.2 2024-10-20T00:00:00Z Several bugs that appeared only in the assembled project have been fixed.
1.0.3 2024-10-21T00:00:00Z Several bugs that appeared only in the assembled project have been fixed.
1.1.0 2024-10-23T00:00:00Z Added display of remaining bullets and grenades
1.1.1 2024-10-24T00:00:00Z Several bugs have been fixed
1.1.2 2024-10-24T00:00:00Z Several bugs have been fixed
1.1.3 2024-10-24T00:00:00Z Added a button to exit the game
1.1.4 2024-11-07T00:00:00Z Minor improvements
1.2.0, 1.2.1 2024-11-09T00:00:00Z Dialog System, Quest NPCs, Face animation support
1.3.1 2024-11-22T00:00:00Z Crafting system, new branch of skill tree: crafting
1.3.2, 1.3.3 2024-11-23T00:00:00Z Minor improvements
1.3.4 2024-11-24T00:00:00Z UE 5.5 support. You can upgrade the project to the 5.5 version of the engine yourself. However, I advise you to wait for the 5.5.1 version of the engine with hotfixes. As soon as the Epics release a hotfix update to the engine, I will immediately upload the project (UE5.5. support) to the market
1.3.5 2024-11-25T00:00:00Z Minor improvements
1.3.6 2024-12-02T00:00:00Z Several bugs have been fixed
1.4.1 2024-12-03T00:00:00Z NPC Vendor system, In-Game Currency
1.5.1 2024-12-05T00:00:00Z Thirst and Hunger features
1.6.1 2024-12-07T00:00:00Z Security Cameras, Alarm Cameras
1.6.2 09.12.2024 Minor fixes
1.7.1 2024-12-10T00:00:00Z Now players can revive other players
1.7.2 → 1.7.3 → 1.7.4 → 1.7.5 2024-12-13T00:00:00Z - 2024-12-19T00:00:00Z Minor fixes
2.0.1 2025-01-09T00:00:00Z Vehicles: driver and passengers
3.0.1 2025-03-11T00:00:00Z Mutable plugin, new customization system
3.1.1 2025-03-18T00:00:00Z NVIDIA DLSS
3.2.1 2025-03-19T00:00:00Z Lean mechanic
3.3.1 2025-03-21T00:00:00Z Dynamic crosshair with hit detection
3.4.1 2025-03-22T00:00:00Z Shoulder swapping
3.4.2 → 3.4.3 → 3.4.4 2025-03-28T00:00:00Z Hotfixes
4.0.1 2025-04-18T00:00:00Z New movement animation system, Gameplay Tags, many other changes
4.0.2 2025-04-20T00:00:00Z Hotfixes
4.2.1 2025-04-24T00:00:00Z You can now damage actors that don’t have BP_MainComponent (for any other actors from any other projects, such as AI from other projects)
4.2.2 2025-04-28T00:00:00Z Hotfixes
4.3.1 2025-05-04T00:00:00Z Rocket launcher. New way to process a shot: physical projectile. Improved animation layer system
4.3.2 → 4.3.4 2025-05-07T00:00:00Z Hotfixes
4.4.1 2025-05-08T00:00:00Z Zone-Based Save System
4.5.1 2025-05-15T00:00:00Z Swimming
4.6.1 2025-05-27T00:00:00Z Modified GASP: parkour on ANY meshes
4.6.2 2025-06-01T00:00:00Z Hotfixes, optimisation
4.7.1 2025-06-03T00:00:00Z Combat System Overhaul: Complete transition to ChooserTables (replaces legacy Structures), Network Optimization
4.7.2 2025-06-04T00:00:00Z Minor fixes
4.8.1 2025-06-06T00:00:00Z Character now lowers weapon when near walls - prevents weapon clipping!
4.9.1 2025-06-07T00:00:00Z Improved Swimming, Near-Wall Reactions
4.10.1 2025-06-14T00:00:00Z Character Assistant
4.11.1 2025-06-15T00:00:00Z Item Generator
4.11.2 → 4.11.4 2025-06-17T00:00:00Z Charatcer Assistant 2.0, Item Generator 2.0
4.11.5 2025-06-18T00:00:00Z Fixed minor bug in 5.6 engine version
4.11.6 2025-06-21T00:00:00Z Fixed minor bug
4.12.1 → 4.12.2 2025-06-22T00:00:00Z In-game chat
5.0.1 2025-07-23T00:00:00Z RUST like building system
5.1.1 2025-08-06T00:00:00Z MassAI + Mutable Populations
5.2.1 2025-08-07T00:00:00Z Separation between singleplayer and multiplayer maps
5.3.1 2025-08-08T00:00:00Z Mutable plugin improvements
5.4.1 2025-08-09T00:00:00Z Crafting table

Integrations

Project Name Date Instructions
Async Loading Screen 2024-10-21T00:00:00Z Discord
Mutable Plugin 2025-03-11T00:00:00Z

Games based on RPG Engine

Game Name Link
Eternal Flame:Romance Dawn Trailer

About me


My name is Calvin, I have been working as a programmer in the field of game project development for 9 years. I decided to create a project that would give developers the ability to quickly create high-quality RPG/Shooter/Survival games, and two years ago I started working on an RPG Engine project.
The main goal of the RPG Engine is to make game development accessible not only to professionals, but also to beginners. I am doing my best to provide the fastest and highest quality support for the project’s users. Also, customers offer ideas for new updates in our discord channel and I implement them for free.


7 Likes

The Amount of High Quality Multiplayer Features in this Product is Astounding. The System Design is really versatile too. The Best Game Template in the Marketplace.

:star: :star: :star: :star: :star:

5 Likes

Thank you! :heart_hands:

Hello everyone! Work on updating the project is in full swing :man_factory_worker:.
Today I finished developing the code responsible for killing the player when entering/exiting the car
Video

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I’m back here with another progress report! Today I finished working on a system for the sound and visual effects of a car hitting obstacles.
Video

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Hey! A small interim report on the work on the Vehicles update:

  • Today I finished connecting vehicles to the mechanics of the map/minimap.
  • A new GUI has also been added to display vehicle health points.
  • Vehicles now take damage when they hit something. The damage points depend on the speed/type of the hit object.
  • Solved the problems of the character getting out of the vehicle if it is on the roof.
  • Fixed jitter on the client in multiplayer: now the movement of vehicles on the clients is also smoothly displayed.
  • Players can now heal not only other players, but also vehicles using the Heal Around Advanced skill, as planned before the publication of the project. :shushing_face:

Remaining tasks:

  • Steering wheel + Character’s hands
  • Animation of killing a driver/passenger

So, the work on the update ends very soon and ahead of schedule.

Thank you for being with me!

1 Like

This is exciting!

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Hello everyone again :man_factory_worker:

Over the past few days, I’ve added the ability to use MorphTarget to make damage to cars look more realistic.

Video

Special thanks to the Epics team for developing such a great ChaosVehicles system.

P.S. I haven’t forgotten about the motorcycle system! It will definitely be added, but in a patch after the release of the main update. I think it’s better this way, because not everyone needs motorcycles, but everyone needs cars :smiley:

2 Likes

Hello everyone! Today I finished developing the Vehicles update.

Video

The following has been done today:

  1. Animation of the player receiving damage when he is in the car
  2. IK for hands and steering wheel
  3. Morph Targets in multiplayer
  4. Connected the save system to cars. The following data can be saved: car location, amount of fuel, amount of health points, visual damage (Morph Targets). The system loads data correctly even if the client connects to the game with a large delay.
  5. Complete debugging of the mechanics has been carried out

In the next few days, I will tidy up the code and comment it. After that, the update will be published. Next, there will be instructions on how to manually update the project to the new version.

P.S. I have a little surprise for you!
Added compatibility of the project with Synty Studios characters. This will be released as update 2.1.1. (after Vehicles - v2.0.1)

Thank you for being with me!

1 Like

RPG Engine’s Vehicle System is already Next Level. Curious, do or will Vehicles use the Skin/Customization system as Character and Weapons? I repeat, this is a curiosity, not an expectation.

Keep up the Awesome Work!

Bro, hello! Thank you! In fact, these mechanics are not implemented yet… However, they will definitely be added!

1 Like

So, the update is complete. Now it’s time to:

  1. Update the map: add ramps, road, tunnel;
  2. Publish the update;
  3. Create a video trailer for the update;
  4. Supplement documentation;
  5. Create a manual for updating the project to a new version for users.

Guys, I’m using this forum as a Trello dashboard, sorry :sweat_smile:

1 Like

Hello everyone! Today I am ready to present you a new version of the project: RPG Engine V2.

The following features were added in this update:

  • SUV and sport car
  • Advanced engine sound - the latest MotoSynth plugin is used for this
  • Support for contextual animation system (entry, exit)
  • Headlights
  • Vehicle health points
  • Support for Morph Targets for collision visualization - the force of the dent depends on the impact speed
  • The effects of tire tracks, drift and dust from under the wheels depend on the surface
  • Fuel. Different types. You can refuel your car if the fuel runs out
  • A player sitting in a car can be killed by a shot from another player
  • A killed player can be thrown out of the car
  • The car can be blown up. Everyone inside will die
  • The effect of car destruction can be overridden. For example, the wheels of an SUV fly off and the physics asset changes
  • Steering wheel. Hands are attached to the steering wheel
  • You can ram other players and AI
  • Save system support (save file contains data about each vehicle: health points, fuel points, world transform, morph targets weight)
  • Many other fixes

A manual on how to add all these mechanics to a project manually will be ready in the next few days.

Trailer
Demo

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Huh?

2 Likes

Friends, hello everyone!
I am currently working on integrating the Mutable plugin into the project. A very interesting set of mechanics. I believe I can organically integrate this plugin into the RPG Engine project using the following method:

I will modify the equipment system so that you will have a choice: use the old method of dressing the character or use the method from the Mutable plugin. The same with the character skins.

If we talk about the impressions of the plugin, then this is a very powerful tool. Alas, the lack of documentation is a serious problem. However, this test has awakened in me a sincere interest for the first time in a long time.

Love to all!

1 Like

This looks insane! so cool

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Its Awesome! One of My Best Buys. The Publishers updates are non-stop. Each one jammed pack with new functionality. I almost cant keep up. lol.

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The work is in full swing! I figured out how the plugin works and now I’m connecting GUI.

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W O R K I N G

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Some new screenshots…
The “Character” section is almost ready.
The “Weapon” section remains to be completed.




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