RPG Engine

Hello! In the MakeActorBulletDamage function, there is the following logic:



Thus, the bullet-actor always automatically spawns at the location of the “Blow” socket of your weapon.
P.S. Don’t forget to add the Blow socket to your weapon’s skeletal mesh!

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This is a game change for me. Thank So Very Much @WeberSystems.

As I Stated in My First Post:

“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:

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RPG Engine V4.4.1

Now, the save slot preview will reflect the zone where you saved the game! (Any level can be divided into zones. In future updates, I’ll also add the ability to ‘unlock’ unexplored areas.)

Thank you very much, sir! Always happy to help! My goal is to ensure you get the full value of your investment—both in the asset’s quality and the level of support. Thanks again!

:fire: WORKING ON A NEW UPDATE: CLIMBING SYSTEM (LIKE ASSASSIN’S CREED)!

  • Climbing up ledges using upward jumps
  • Edge hanging with left/right movement
  • Parkour on ANY static meshes - no special actors needed
  • Compatibility with all existing parkour events

:computer:Technical features:

  • Will be fully implemented in C++ (As a plugin for your convenience - super easy to integrate!)
  • Accessible via simple Blueprint functions
  • For advanced users: full source code access for customization

P.S. You won’t need to take tons of actions to add this new content to your project. You’ll just need to call a few functions (written in C++ but callable from Blueprint)

RPG Engine DLSS Support plugin - FREE :leaf_fluttering_in_wind:

FAB doesn’t allow plugins with third-party code (like NVIDIA’s), so I’ve uploaded the new plugin to GitHub for free. Here’s the link

Quick heads-up—I’m now on Boosty! :rocket:
There, I’ll share:

  • Exclusive content (think WIP snippets, tutorials, secret features :key:)
  • Behind-the-scenes updates on current projects

And yes—it’s free to follow! No strings, just extra goodies. :blush:
Calvin Weber

P.S. Major announcements will still come here too, don’t worry!

Example of the plugin working:

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Hey everyone! Progress update:

  • GASP system fully rewritten in C++ (better performance)
  • Now supports parkour on ANY static mesh
  • Moved to a separate plugin. Future updates via simple plugin replacement
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Soon :sparkling_heart:

RPG Engine 4.6.1 Update - 2025-05-22T21:00:00Z

P.S. Early access to the plugin’s development builds and exclusive documentation → Boosty (still free)

RPG Engine v4.6.1 Update :rocket:

:sparkles: Key Changes:

  • Parkour on ANY Static Mesh!
  • No more BP_Traversal actors (removed completely)
  • Works automatically on meshes with collision

:man_mechanic: Under the Hood:

:new_button: RPG Engine Library Function plugin

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RPG Engine V4.6.2

Key Changes:

  • :counterclockwise_arrows_button: Parkour System: Now works on any static mesh (code migrated back from C++ to Blueprints)
  • :backpack: Inventory Moved: Relocated to MainWidgetSwitcher (same tab as map, skills, etc.)
  • :artist_palette: UI Update: Redesigned top panel of MainWidgetSwitcher
  • :high_voltage: Misc: Tons of under-the-hood tweaks & fixes