RPG Engine

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

I’m currently adapting the event system to this new workflow, and then I’ll ship the update :rocket:
And yes — all of this is done in Blueprints, with no C++ :smiling_face_with_sunglasses:

1 Like

Hey everyone! I’ve finished the core part of the new update :victory_hand:
Right now I’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:

1 Like

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 I’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 — 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:

1 Like

:construction: Working on: BP_StateOrchestratorComponent

Building a routing/decision layer that sits between input/gameplay events and BP_MediatorModule. Its only job — 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 — the orchestrator decides, the mediator executes. Clean separation of concerns.

1 Like

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 won’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:


1 Like

No, the smoke is very hard to see. I’ll improve it now.

1 Like

Much better :slight_smile:

Soon!

1 Like

Hey everyone! :grinning_face_with_smiling_eyes:

Honestly, I don’t even remember what originally triggered the request for this update — but now it’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:

1 Like

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 — 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 — one defined by better responsiveness, stronger multiplayer architecture, and a much higher standard for systems built without C++. :fire:

1 Like

Hey everyone! :waving_hand:

I think the next update should be released next week :rocket:

Today and tomorrow I’m finishing the prediction layer for vehicles, and after that I’ll do one more full testing pass across the project before shipping the update. At this point, I’m seriously thinking this will be Version 7 — because once again, this has turned into a massive update :grinning_face_with_smiling_eyes:

This release pushes RPG Engine even further with a much deeper prediction-driven multiplayer foundation, bringing the project to a new level of responsiveness and polish — especially for a Blueprint-only framework :fire:

For newcomers:

More updates very soon :sparkles:

1 Like

A small preview from the upcoming update: DT_CharacterStates and DT_VehicleStates now use a much more compact structure, with a clear way to define how each state should be activated.

There are now four activation types:

  • Replicated_ServerOnly — the state is activated only on the server.
  • Replicated_PredictedSafe — the system first activates or deactivates a predicted layer on the client, and then the state is processed on the server and replicated to everyone else. This helps hide high ping and gives the local player instant feedback, which is exactly the kind of approach used in AAA-style multiplayer architecture.
  • Replicated_PredictedStaged — not implemented yet, but planned for the future. The idea is to support stage-based state activation, which would make it possible to do a much smoother rollback when a state cannot be fully confirmed. In other words, states could be activated gradually and also rolled back more gracefully.
  • LocalOnly — a fully local state, designed for instant activation and for filtering out states that do not need replication at all.

To support this, the entire state system architecture was reworked. From now on, all states are stored using two separate GameplayTag containers:

  • LocalTagsContainer
  • ReplicatedTagsContainer

This gives the system a much cleaner foundation, better scalability, and far more control over responsiveness, replication cost, and state behavior across both character and vehicle systems. :rocket:

1 Like

RPG Engine V6.12.1

  • Fixed conflicts between Common UI and Enhanced Input systems.
  • Added new multiplayer‑optimized method for flashbang light/noise rendering calculation.
1 Like

Hey everyone! :fire:

You know what? I actually managed to get Mass AI working in multiplayer :grinning_face_with_smiling_eyes:

This is one of those things I really wanted to crack — and now it’s finally happening. In the next update, I’m going to show how this can be done inside the project and what this opens up for larger-scale gameplay scenarios :rocket:

A lot of exciting things are coming together right now, and this is definitely one of the biggest ones. More details in the next update :eyes:

1 Like

Hey everyone! :waving_hand:

Just finished an updated tutorial on integrating Ultra Dynamic Sky into RPG Engine projects :sun_behind_small_cloud:

Going to publish it within the next 5 hours — it covers the full setup process and how to get everything working smoothly with the framework.

More quality-of-life content coming your way :rocket:

1 Like

:heart:

1 Like

Hey everyone! :waving_hand:

Today I’m officially releasing RPG Engine V7 – State Orchestration & Prediction Update :rocket:

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. :fire:

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. :globe_with_meridians:

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. :gear:

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. :high_voltage:

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. :white_check_mark:

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. :memo:

Why this matters

The biggest reason this update matters is simple:

it helps make RPG Engine much more viable for actual multiplayer game development. :bullseye:

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 :heart:
More updates, documentation refreshes, and follow-up improvements will come after this release.

1 Like

It works just as it should, guys :smiling_face_with_tear: :saluting_face:

1 Like

RPG Engine 7.1.1 is here :fire::bullseye:

From now on, when a firearm is taken into hands, the project activates a dedicated IMC_OnFootFirearms input context :gear::water_pistol:

It may look like a small upgrade on the surface, but this is exactly the kind of groundwork that makes the framework feel more polished, more scalable, and more ready for deeper shooter mechanics :rocket:
And yes — this is leading directly into one of the next features I want to add: melee attacks with firearms :eyes::collision:

This also ties into the upcoming RPG Engine Shooter Edition :video_game:
It’s being designed as a more focused and more affordable version of the main RPG Engine — around $150 — with mechanics aimed specifically at shooter projects :collision:

A lot of cool things are connecting together right now :smiling_face_with_sunglasses:
More soon :sparkles:

1 Like

Water Plugin support added :droplet::ocean:
Look how beautiful!

RPG Engine now fully supports Water Plugin out of the box

1 Like

RPG Engine 7.3.1

  • Added support for the Water Plugin. Vehicles can now float slightly on the water’s edge before finally sinking (buoyancy support added).
  • Added water ripples/waves from the player’s hands and vehicles.
  • Vehicles now stall when they reach a critical depth in water.
  • Various minor changes and improvements.
1 Like