RPG Engine

Dropped a small but powerful QoL bomb today :smiling_face_with_sunglasses:

While writing docs I found that weapons & clothing materials didn’t play nicely with third‑party skeletal meshes, so I added two new material functions: MF_StealthMode and MF_WeaponFunctionality.

Now you can just plug MF_WeaponFunctionality into your material, connect its outputs to Emissive and Opacity Mask — and instantly get hot‑barrel and stealth‑mode effects on your own meshes, no extra setup, no hacks, no pain :fire::sunglasses:

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While working on the v6 docs I finally reached one of the most important parts for many of you: ā€œHow to add a new firearmā€.

Thanks to the current architecture of RPG Engine — modular components, unified data pipeline, editor assistants — this guide practically wrote itself. The whole process of creating a new gun is now broken down into clear, repeatable steps: from Data Assets and ammo setup to VFX, sounds and state integration.

I’m attaching the new documentation file for firearms creation. If you were waiting for a step‑by‑step ā€œadd a new weapon like a proā€ guide, this is exactly it — plug it into your workflow and start expanding your arsenal right away.
How To Add a Firearm.pdf (81.8 KB)

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New tutorial:
how-to-add-firearms-modification.pdf (61.5 KB)

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Here are two more tutorials for you:

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:slight_smile:
how-to-add-bag-or-backpack.pdf (58.3 KB)

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RPG Engine 6.7.1

  • Replaced the InteractActorMaterials parameter in the skin data asset from a map to an array, making the setup process more convenient and easier to work with.
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Hey everyone! :slightly_smiling_face:
I decided to split the buffs documentation into two parts: passive player buffs and weapon buffs that can apply debuffs on hit :crossed_swords::fire:
Character Buffs.pdf (171.0 KB)

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New how-to tutorial :saluting_face:
How to Add New Character Buff.pdf (170.5 KB)

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How to Add a New Debuff.pdf (36.0 KB)

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Hey everyone! :slightly_smiling_face:
I’ve finished two documents: the Vehicles System Overview and How to Add a New Passenger to a Vehicle :automobile::sparkles:
Vehicles System.pdf (100.8 KB)
How to add a new passenger seat.pdf (31.2 KB)

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RPG Engine 6.8.1 is now available!

In this update, I reworked the process of adding a new passenger seat to a vehicle, and it’s now much easier and more convenient to set up. I’m also almost done with the documentation, so that part is coming together really nicely.

P.S. I’m also working on my website, where all the documentation will be collected in one place soon.

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Hey everyone! :blush:

Right now I’m working on the how-to-add-building-piece.md guide :hammer_and_wrench:
And the most observant of you might notice a little hint about what’s planned for one of the upcoming updates :eyes:

Spoiler: we’ll be adding objects that can produce food :ear_of_corn::meat_on_bone:

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Hey everyone! :blush:

A new documentation tutorial is now available: How to Add a Building Piece :hammer_and_wrench:
If you’re working with the building system, this guide should make the setup process much easier.

Hope it helps! :rocket:

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Friends, I’ve finally finished the documentation work — and honestly, it wasn’t easy :slightly_smiling_face:

In the near future, it will appear on my website, and I’ll give you full access to it.

For now, I’m not planning to connect the RAG system to it yet, but that is definitely part of the near-future plans as well.

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Hello everyone! :waving_hand:

I haven’t been sitting idle lately, and during this time I built a website where you can now use the RPG Engine documentation much more comfortably, without having to deal with one huge PDF file like before.

I literally finished working on the site just a couple of minutes ago, so I’m sharing it with you right away :grinning_face_with_smiling_eyes:

The website will keep growing and updating alongside the project, and I’m also thinking about adding a Latest Updates / Patch Notes section in the future :hammer_and_wrench::blue_book:

For now, I’m just really happy to present a much more convenient place to work with the RPG Engine documentation :rocket:

And a little secret :shushing_face: — more niche versions of the project are also being prepared in parallel for different genres, including shooter, survival, and adventure. These are planned as more affordable alternatives to the flagship RPG Engine version. :video_game:

A lot is happening behind the scenes right now, and I truly appreciate your support :heart:

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RPG Engine V6.8.3
Fixed an issue where, after the server loaded a save in multiplayer, other players could no longer join the session.

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Quick update! :mobile_phone:
I’ve just added a mobile-friendly version of the docs website, so reading RPG Engine documentation on your phone or tablet should now be much more comfortable.

If you notice any layout issues on your device, feel free to send feedback and screenshots :slightly_smiling_face:

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RPG Engine V6.10.1 is coming soon. This update completely overhauls the save system with a focus on how the project behaves in a Shipped Unreal Engine build, and fixes all known save-related issues.

The save file creation pipeline has also been redesigned from the ground up: each save is now a clearly structured header that can be reliably parsed for metadata, and every save slot has its own GUID.

This is a major architectural update that makes RPG Engine even cleaner, more robust, and more correct from an engineering point of view.

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The next major update will focus on Network Emulation and improving how the project behaves under real network conditions. As part of this update, the Character States system will be refined and expanded.

Not every state should require full server-side validation before activation. Some states can be activated locally first, while the server remains the authoritative source for states that truly affect gameplay-critical logic.

We are currently working on reducing client-side delay when activating states, with the goal of making the system feel more responsive while still preserving clean multiplayer architecture.

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I’m working on a new state prediction layer for RPG Engine.

Every multiplayer game fights the same issue: players want instant feedback, while the server must stay authoritative and cheat-proof. In the upcoming update I’m adding local prediction for character states: the client can immediately fire lightweight visual effects (movement, animation, UI) via ApplyLocalPredictionEffects, while the server either confirms or rolls back the predicted state through a unified RollbackPredictedState flow if validation fails.

The result is a much more responsive feel on the client, without sacrificing a clean server-authoritative architecture or introducing one-off hacks for each gameplay mechanic.

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