Hey everyone! 
Today I’m officially releasing RPG Engine V7 – State Orchestration & Prediction Update 
This is one of the biggest architectural updates the project has had so far.
V7 is not just another feature drop — it is a full rework of the State System, including a new activation pipeline, a new orchestration layer, and the introduction of a Prediction workflow designed for real multiplayer gameplay conditions. 
What is V7 really about?
The main goal of this update was to move the framework closer to real network-ready gameplay.
Testing a multiplayer system on one machine and testing it across multiple machines with real latency are two completely different things.
V7 was built specifically to improve that second case — where delay, ping, and responsiveness actually matter. 
This update introduces a much stronger foundation for handling state-driven gameplay in multiplayer, especially when fast visual feedback is important for the player experience.
The result is a more responsive and more comfortable gameplay flow under real network conditions, without turning the framework into a client-authoritative mess.
What changed in the architecture?
The entire state activation structure has been reworked.
A new component, BP_StateOrchestratorComponent, now acts as the orchestration/routing layer for state activation.
Its job is to determine what kind of activation path should be used for a state request, and then route that request through the correct execution path.
This means the framework now clearly separates:
- the request/orchestration layer
- the execution layer
- the network-mode-specific activation logic
In practice, this makes the system cleaner, easier to extend, and much more suitable for multiplayer-oriented state handling. 
New state processing modes
V7 now introduces and uses the following state processing modes:
- Replicated_ServerOnly
- Replicated_PredictedSafe
- LocalOnly
Each state can now follow a different activation workflow depending on how it is supposed to behave in the networked environment.
Because of that, the database structure for states was changed, new fields were added, and the overall workflow for adding and activating states was redesigned.
For example:
- ServerOnly states now go through an updated server-driven path,
- PredictedSafe states use the new prediction-friendly flow,
- LocalOnly states follow their own local execution rules.
There is also a planned Replicated_PredictedStaged mode, but it is not fully implemented in V7 yet and will be completed later in a smaller patch.
About Prediction in V7
I don’t want to reduce this update to a random list of specific actions, because that would completely miss the point.
In V7, Prediction means that when the player presses a key or triggers a state, the client can receive an immediate visual response instead of waiting for the server to answer first. 
If the server later rejects that state, the predicted local part simply does not become authoritative gameplay state.
That local reaction was only there to improve responsiveness, so it does not break the actual gameplay flow.
This is a very important part of making multiplayer feel good in practice.
A game can look fine in local tests and still feel bad over real network conditions if every action waits too long for confirmation. V7 is a major step toward solving that problem at the framework level.
Full migration to the new workflow
Another important part of this release: this is not a half-finished prototype layer.
All state types in the project have already been moved to the new activation method.
The full logic was implemented, tested, and cleaned up, including fixes for bugs that appeared during the transition to the new system. 
So this release is not just about introducing a concept — it is about shipping a new core workflow that is already integrated across the framework.
Important note: this is a breaking update
V7 is a breaking update.
There is no backward compatibility with the previous state workflow.
This is a new branch of the project and a new direction for how state-driven logic is handled going forward.
Because of that, the documentation for adding new states will also be fully rewritten for Version 7, so buyers can work with the new system using the correct workflow instead of outdated setup steps. 
Why this matters
The biggest reason this update matters is simple:
it helps make RPG Engine much more viable for actual multiplayer game development. 
This is not just about “faster input.”
It is about building a framework that behaves better under real ping, gives players better responsiveness, and still preserves proper multiplayer structure.
That was the core focus of this version, and it is one of the most important technical steps the project has taken so far.
Thanks a lot to everyone who has been following the project and supporting it along the way 
More updates, documentation refreshes, and follow-up improvements will come after this release.