Hey everyone! 
The core concept is done โ RPG Engine now has full client-side prediction and much finer replication control.
Iโm currently adapting the event system to this new workflow, and then Iโll ship the update 
And yes โ all of this is done in Blueprints, with no C++ 
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Hey everyone! Iโve finished the core part of the new update 
Right now Iโm 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 
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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.
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! 
Today I added support for seeing shot and explosion effects even while using thermal vision 
We finally got to this feature 
Now special vision modes wonโt hide important combat effects, which makes battles feel much clearer and more complete visually 
It may seem like a small improvement, but these kinds of details really make the overall experience better 
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No, the smoke is very hard to see. Iโll improve it now.
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Hey everyone! 
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. 
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++. 