RPG Engine

Hey everyone! :victory_hand:
The core concept is done โ€” RPG Engine now has full client-side prediction and much finer replication control.

Iโ€™m currently adapting the event system to this new workflow, and then Iโ€™ll ship the update :rocket:
And yes โ€” all of this is done in Blueprints, with no C++ :smiling_face_with_sunglasses:

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Hey everyone! Iโ€™ve finished the core part of the new update :victory_hand:
Right now Iโ€™m testing the new client-side prediction system under 200 ms latency to see how it behaves under noticeable network delay while still keeping the server-authoritative logic intact.

If everything goes well, the next step is polish and release prep :rocket:

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Hey everyone! :waving_hand:

Today I finished work on the updated D_CharacterStates database :tada: It now better supports scenarios where some states can react locally on the client first and then be handled by the broader multiplayer logic :gear:

The main goal of this approach is to make gameplay feel faster and more responsive :rocket: In situations where it makes sense, the player can see an immediate reaction to their action instead of always feeling network delay first, while the system still keeps everything structured and under control :white_check_mark:

Right now Iโ€™m continuing to integrate this into other mechanics and test how it behaves in real multiplayer conditions :test_tube: So far, the direction looks very promising โ€” the game already feels much more responsive, and the overall architecture remains clean and manageable :smiling_face_with_sunglasses:

In short: prediction-side work is moving forward, and the foundation for it is now much stronger :fire:

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:construction: Working on: BP_StateOrchestratorComponent

Building a routing/decision layer that sits between input/gameplay events and BP_MediatorModule. Its only job โ€” look at the incoming state request, check the NetworkMode, and route it to the right execution path: ServerOnly, PredictedSafe, or Local.

:brain: Before this, every input handler had to manually figure out how to activate a state over the network. Now that logic lives in one place โ€” the orchestrator decides, the mediator executes. Clean separation of concerns.

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Hey everyone! :waving_hand:

Today I added support for seeing shot and explosion effects even while using thermal vision :fire::collision: We finally got to this feature :smiling_face_with_sunglasses:

Now special vision modes wonโ€™t hide important combat effects, which makes battles feel much clearer and more complete visually :sparkles:

It may seem like a small improvement, but these kinds of details really make the overall experience better :rocket:


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No, the smoke is very hard to see. Iโ€™ll improve it now.

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Much better :slight_smile:

Soon!

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Hey everyone! :grinning_face_with_smiling_eyes:

Honestly, I donโ€™t even remember what originally triggered the request for this update โ€” but now itโ€™s here: RPG Engine V6.11.1 :rocket:

Thermal vision has now been properly refined, so visual effects remain visible while this mode is active :fire::collision: On top of that, if the player was already using night vision or thermal vision through a skill or device before aiming, that visual state now carries over correctly into the scope view :eyes:

That means no more overexposed image or doubled visual processing when the same night/thermal effect is applied twice from different sources :white_check_mark: Overall, this makes special vision modes feel much cleaner, more consistent, and far more polished in actual gameplay :sparkles:

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Hey everyone! :sparkles:

Work on the upcoming update is moving fast, and today I finished the full debugging pass of the Character State System.

The best part: the new prediction layer is already showing excellent results. Even under 400 ms latency, gameplay remains responsive enough for the player to stay engaged and keep taking actions โ€” something that would feel dramatically worse without this system in place.

This is a major leap forward for RPG Engine. The project now has a far more advanced prediction-driven multiplayer foundation, pushing it toward a level that is rarely seen in Blueprint-only multiplayer frameworks. :rocket:

The update is getting very close. RPG Engine is entering a new stage โ€” one defined by better responsiveness, stronger multiplayer architecture, and a much higher standard for systems built without C++. :fire: