RPG Engine V6.0.3 - Hotfixes
- Fixed broken wardrobe mechanics
- Fixed a minor bug in the selection of ammo
- Fixed error in determining the damage type category
The project is on sale again! Because of an error, it was removed from the sale for one day, but now everything has been restored ![]()
RPG Engine: The Official Overview & Onboarding Document is Live!
We’ve just released a comprehensive onboarding guide for RPG Engine! If you want to understand the true scale of the project and how to navigate its architecture, this is for you.
What you’ll learn:
High-Level Architecture: How our modular, interface-driven Mediator pattern keeps the code clean and scalable.
Core Systems: A breakdown of Combat, Inventory, State Management, and Multiplayer flows.
Production Value: A look at the 10,000+ hours of engineering behind the framework, saving studios potentially $750k+ in development costs.
This is the ultimate roadmap for beginners learning AAA structure and studios looking to jumpstart their production.
Read it here: RPG_Engine_Overview.docx (43.1 KB)
Let us know what you think in the general chat! Happy dev everyone! ![]()
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RPG Engine v6 – Full Documentation & Onboarding in Progress
Hey everyone,
I’m currently working on a full documentation set for RPG Engine v6, and I want to share what exactly is being built and what you can expect over the next ~3 weeks (rough ETA for the first major version).
The docs will be organized as a tree of folders/files, so they’re easy to browse manually and also work well with search and future AI tools:
1. Overview (/docs/overview/)
High-level, onboarding documents:
project-overview.md – what RPG Engine v6 is, who it’s for, key features, UE version, dependencies.architecture-overview.md – modular architecture: BP_ModulesMediator, core components (Firearms, Melee, Equipment, Stats, Movement, AI, Quest, etc.), plus interfaces, tags, data assets.gameplay-systems-overview.md – list of all systems: combat, inventory, survival, crafting, AI, vehicles, building, quests, customization, save/load, UI, traversal, Unusual Skills.multiplayer-overview.md – how multiplayer works in v6: listen server, authority, what replicates, main constraints.versioning-and-compatibility.md – how v6 differs from v5, what’s deprecated (BP_MainComponent, etc.), and which UE versions are tested.2. Systems (/docs/systems/)
Technical descriptions of major subsystems:
state-system.md – BP_ModulesMediator, DT_CharacterStates, interfaces, state lifecycle, examples (Run, Reload, Flashlight, UnusualSkills).character-modules.md – full list of character components (Firearms, Melee, Stats, Equipment, Movement, Interact, Buffs, Abilities, Vehicles, Trading, Quest, AI, etc.) and how they interact.inventory-and-equipment.md – Tarkov‑style inventory, grid, bags, equipment, DA_GS_Equipment, DT_ItemData, global rules.firearms-system.md – shooting, recoil, ADS, ammo types, overheating, penetration, ricochet, AimData, ImpactData, ModifSockets.melee-system.md – close combat, attack types, hit zones, notifies, blocks, cameras, state integration.grenades-system.md – grenade types, throw logic, switching types in combat, interaction with armor/masks.armor-and-clothing.md – armor and clothing stats and special abilities (NVG, masks, headphones, etc.).buffs-and-debuffs.md – BuffComponent, buff/debuff types (burn, freeze, knockout, etc.), connection to stats/damage.survival-stats.md – Health, Hunger, Thirst, Energy, Temperature, Breath, Body Contamination and update logic.abilities-and-unusual-skills.md – UnusualSkills: telekinesis, teleports, scanners, Smell, VisionModes, Dash, HealAround, Squad, etc.ai-system.md – AI component, BT/EQS, difficulty, attack tokens, behavior profiles.quests-and-dialogues.md – QuestComponent, QuestComponentNPC, dialogue system, face animation.trading-and-vendors.md – NPC vendor system, currencies, trading rules.vehicles-system.md – BP_MainVehicleComponent, enter/exit, passengers, fuel, lights, Morph Targets, damage.building-system.md – buildings, durability, upgrades, integration with inventory/resources.crafting-system.md – Crafting Component, recipes, SpecialCraftCondition.save-load-system.md – slots, save structure, SP vs MP differences, session identifiers.map-and-minimap-system.md – world map, minimap, markers, integration with quests/locations.doors-and-interactables.md – door types (codes, rotating locks, “wiring”, keys), interact actors, minigames.cctv-system.md – cameras, control panels, integration with AI/stealth.character-customization-and-skins.md – MetaHuman, Mutable, CharacterAssistant v6, skin containers, wardrobe.icon-generators.md – clothes/weapon/simple item icon generators, cameras, rendering, texture naming.3. How-To (/docs/how-to/)
Each file is a step‑by‑step guide for a concrete task:
adding new ammo types, firearms/melee weapons, weapon mods and skins, clothing and armor, buffs/debuffs, Unusual Skills, quests, quest NPCs, dialogues, vendor NPCs, vehicles, building pieces, usable items, maps, CCTV cameras, new AI enemy types, player skins (MetaHuman and non‑MetaHuman), plus migrating RPG Engine into an existing project and configuring multiplayer sessions.
4. Reference (/docs/reference/)
Reference material:
5. Meta / Service (/docs/meta/)
documentation-index.md – global index and documentation map.rag-guidelines.md – how the RAG system will use these docs and which question formats work best.All documentation will be split into a large number of small topic‑focused files, so it’s easy to open exactly what you need instead of scrolling a 300‑page monolith. This structure is also designed so I can plug it into a RAG system on my website later, giving you “smart search” / assistant‑style access over the whole knowledge base.
In parallel, I’m working on a website where you’ll be able to:
I’ll share more details about the site and the first public docs as soon as a solid prototype is ready.
Dear friends, I am actively working on creating the new documentation. You can track the progress in Trello. Using this link, you will also always be able to access the most up-to-date version of the documentation.
Let me remind you that our new documentation will consist of many different thematic files so that it is convenient to integrate it into a RAG system. I also believe this will be more convenient for you, since you will no longer need to work with one huge 500–700 page document.
Half of the documentation is ready! You can check what’s available here:
P.S. Roadmap: Trello
And by the way, in parallel I’ve already purchased a domain and a VDS server for our website, which will offer buyers a lot of new features (for example, a RAG-based documentation system*).
*A RAG system for documentation is an intelligent AI-powered search that first looks up precise information in your documents (manuals, knowledge bases, PDFs) and then generates a coherent answer, like ChatGPT.
Hi everyone! Work is in full swing. Here are the files that are already ready — this is the most up-to-date documentation for the RPG Engine project.
RPG Engine 6.4.1
I was working on the documentation and just finished the overview of all systems and started the How‑To section with How to add a new skill. While doing that, I realized that the existing connectors between skill cells were inconvenient and required too much manual setup.

So in the next update I’ve added generic connectors for the skill tree:
they automatically link skill cells together and do not require you to configure anything at all. Just add or rearrange skills in the grid — the visual connections will update on their own.
RPG Engine 6.4.2
btw, somehow the docs quietly evolved from ~40 to 67 files — but hey, that’s the good kind of bloat: everything’s way more organized now and much easier to read ![]()
P.S. Here’s the project link so you don’t have to scroll all the way up.
Tutorials created today.
How to Add a New Ammo Type.pdf (65.0 KB)
How to Add a New Grenade.pdf (70.1 KB)
RPG Engine 6.5.1
How To Add a Weapon Skin.pdf (59.6 KB)![]()
By the way, I finally solved an inconvenient problem that was present in previous versions of the project: the need to create a separate enum for every weapon just to properly determine which socket to use for the left hand when holding that weapon.
In the next update I’ll send you a guide on this and upload it to the marketplace.
BEFORE:
AFTER:
New “How To?” documents
how-to-add-melee-weapon.pdf (72.1 KB)
how-to-add-melee-skin.pdf (43.7 KB)
RPG Engine 6.6.1
More info: RPG Engine - #239 by WeberSystems