New Devlog - Check It Out!
Watch Here
its the Ultimate Multiplayer RPG Engine, feature videos in multiplayer proves it.
Here are all currently implemented and fully functional construction modules. By the 20th, I plan to significantly expand their quantity and add more interactable objects.
Will be implemented in the coming days - thanks for the idea! Just finished fully replicating the construction system.
Latest Updates:
- New GUI Icons
- Fresh Textures for wooden buildings
- Chaos Destruction fully configured (tested!)
P.S. Those two large gray squares in the menu will be redesigned (naturally!).
New Tutorial: Adding Character Skins with MetaHumans & Mutable Plugin
Hey everyone! I’m excited to share the first video in our RPG Engine tutorial series!
What’s Inside?
- Step-by-step guide to adding new character skins
- MetaHuman integration (via Quixel Bridge)
- Mutable Plugin deep dive (clothing, materials, optimization)
- Pro tips for avoiding common mistakes
Watch Now: https://youtu.be/oWRsCwhMrq0
Key Takeaways
Skin Setup: From import to in-game testing
Clothing System: Dynamic outfits with zero clipping
Material Magic: Customize colors/textures effortlessly
July 50% Sale Announcement & Major Update
Sale Dates: July 22-27
Tonight’s Update:
- Version 5.0 release
- New: Construction System
- Public release: Tomorrow or day after
Version 5 - Scrap & Fortify: RUST Edition
RUST-style Building System
Destructible buildings
Buildings can be repaired
Save system support
Full multiplayer support
Version 5 Update Focus
Campfires & Survival Elements – Cook food, stay warm, and survive the night.
Defense & Upgrades – New traps, barricades, and fortification options.
Farming & Gardening – Plant crops, harvest resources, and sustain your base.
Interactive Mechanisms – Doors, elevators, and environmental interactions.
Optimized Saving – Faster load times and reliable progress storage.
Multiplayer Sync – Better replication for cooperative/PvP gameplay.
Bonus Additions
Mutable Populations – Dynamic NPCs and wildlife for immersive worlds.
“A complete survival-building experience, evolving with your needs!”
Next Update 5.1.1: MassAI Crowd System Implementation
New Class: BP_RPG_AI_Crowd
(child of BP_RPG_NPC_Pedestrian
)
Key Differentiators:
Simplified Anim BP - Reduced performance overhead
MassAI Integration - Optimized crowd simulation
Mutable Populations - Smart LOD visualization
Optimization Trade-offs:
No dialogue interactions
No inventory/drops
Purely ambient NPCs (“city life” visual filler)
Why This Matters:
Solves FPS drops with 100+ NPCs
Future-proof - MassAI is Epic’s flagship UE5 tech
Enables truly scalable open worlds
I hope you can introduce a first-person and third-person perspective switching feature. Also, could you upgrade the AI enemies? For example, having them chase the player in police cars, or even pursuing the player in airplanes? I want to use this template to create gameplay similar to GTA.
With the extensive list of features that currently exist in RPG Engine, I believe you will create gameplay with more depth than GTA.
I also desire to switch between First Person, Third Person, and Other perspectives...
the challenge with this type of camera system has been Projectile Weapon Systems using Center Screen Targeting to fire projectiles.
To properly aim and target weapons from other perspectives, a means to spawn Projectiles from Weapon’s Barrel for proper aiming is required.
Hey community!
Just finished 3 unique MetaHumans - hope Epic lets me add them to the project. While working on MassAI, I realized the harsh truth: pedestrians need to be INSANELY optimized. Had to squeeze every last drop from the Mutable plugin to achieve the required performance. If this all works out - update coming soon!
Hey everyone!
So, I’ve been working on MassAI, and honestly? Every hour I spend on it convinces me more – we should make the UE5.6-based version our main branch already
Current Implemented Mechanics:
- MassAI System (Crowd)
- Crowd NPCs navigate to specified locations (similar to City Sample implementation)
- Player can damage/kill pedestrians (standard RPG NPC behavior)
- MassAI Smart Objects:
- SmartObjects for MassAI: Data is ready, but the feature can’t be added yet because Epic hasn’t implemented the bench interaction example in CitySample for some reason (I believe there might be an issue with animation montage playback).
- MassAI Potential: Requires heavy C++ usage, but our RPG Engine is Blueprint-only for now.
- Solution: Waiting for Epic to expand Blueprint functionality.
- Mutable Populations
- The configured file will be included in the production version of the project. However, for some reason, it’s currently preventing the project from building. We’re awaiting further updates for this functionality. Since this is a very new mechanic, we’re expecting official fixes soon.
Got it figured out how ZoneShapes work and how to adjust pedestrian density in different zones. I think the update will be uploaded tomorrow!
By the way, apparently MassAI doesn’t work in multiplayer (unfortunately for now, due to a bug that can be fixed by making changes in C++). Since RPG Engine is a BLUEPRINTS-ONLY project, we’ll have to restrict MassAI to singleplayer only. When Epic fixes this bug - I’ll remove the restriction
RPG Engine V5.1.1 → V5.2.1 Patch Notes
Key Features:
- Mass AI System
• Smart NPCs with advanced behavior (Singleplayer only)
• Full interaction: dialogue responses, damage mechanics, vehicle collisions
• Backward compatible with legacy pedestrian systems
Temporary Limitations:
- Mutable Populations → Implemented but disabled due to plugin stability issues
- MassAI Multiplayer → Currently broken (Epic Games is investigating)
Core Improvements:
✓ Completely rebuilt map selection UI
✓ Fixed motion rendering artifacts
✓ Dedicated separated maps for SP/MP modes
Important Note:
This project remains Blueprint-exclusive - no engine source code modifications possible. Awaiting official UE fixes for:
• MassAI MP support
• Mutable Populations activation
Already on FAB!