Weber Systems - RPG Engine V5.16.6

New tutorial! :tada:
Learn how to add clothing and armor to your project without using the Mutable plugin.

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:loudspeaker: Project Update — The Next Major Version is Coming!

Dear friends,

We’re excited to share the results of the recent community poll — the majority of you voted for a transition to version 6.0, featuring a complete code refactor and a modular redesign of the main component BP_MainComponent.

I’ve already started the work about four days ago, and half of the refactor is complete. While I can’t provide an exact release date yet, the goal is to finish within two weeks (give or take).

This will be one of the biggest updates in the project’s history. Once development is complete, I’ll spend some time testing and stabilizing all core systems to ensure everything works perfectly.

:light_bulb: Beta Testers Wanted!
If you’d like to test the new version before release, feel free to DM me — early testers will receive access first.

So far, the results are great — splitting the BP_MainComponent into multiple subcomponents significantly improved code clarity and performance in the editor.

Thank you all for participating in the poll and helping shape the future of RPG Engine / UMF.
Your feedback and support truly keep this project alive :heart:

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:light_bulb: Small progress update!

Work on the global refactor is in full swing.

Previously, all the logic was inside a single component — now I’m moving it into separate actor components to make the system cleaner, more flexible, and easier to update.

:white_check_mark: So far, 5 new actor components are already complete, and the process is going smoothly.

It’s a huge amount of work, but absolutely worth it in the end! :flexed_biceps:

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:collision: A quick update on the upcoming version!

Hey everyone!
I’ve recently connected our project to Epic’s built-in damage system.
From now on, RPG Engine fully uses the standard ApplyDamage functions — making the system simpler, cleaner, and more flexible.

This means you can now deal and receive damage not only from RPG Engine assets but also from any other projects, since ApplyDamage is a native Unreal Engine function.

Work continues! :rocket:

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:waving_hand: Hey everyone!
Quick dev update — things are going great!
You can already see multiple new Actor Components added to the character blueprint, and more are coming soon. :rocket:
Everything’s running smoothly!

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For some reason, the thumbnail image of my project hasn’t changed for about a month. I’m waiting for support to respond and resolve this issue.
Now:

Must be:

Reworked Telekinesis System – Smooth Multiplayer Experience

One of the smaller features of the new V7 update:

Previously, when a player picked up an item and activated levitation, there were noticeable lags in multiplayer. Now the system has been fully reworked:

  • Levitation works smoothly for all players
  • No delays or jitter when interacting with objects

This optimization makes handling items in multiplayer stable and comfortable.

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The issue still hasn’t been resolved…

I’m currently reworking our flagship feature — the character state system. It will become much more convenient and highly expandable.

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:rocket: Version 7: The Biggest Evolution in RPG Engine’s History

Many of you are wondering: what exactly makes V7 such a massive update?
Here’s the vision behind it — and why it changes everything.

With Version 7, the project is moving from a monolithic system to a truly modular, next-gen framework powered by a Mediator Component Architecture.

What does this mean?
The Mediator Component becomes the core that manages communication between all gameplay components.
Each gameplay system (Inventory, Movement, Stats, Combat, Skills, etc.) becomes an *independent module, and all interaction happens only through the Mediator.

Why is this a game-changer?
:white_check_mark: Add or remove modules easily
:white_check_mark: Cleaner, scalable & future-proof code
:white_check_mark: No spaghetti dependencies
:white_check_mark: Faster development & fewer bugs
:white_check_mark: Better erformance & workflow

Timeline & testing:
:date: Expected completion: November 30, 2025
:test_tube: Closed beta testing: Dec 1 — Dec 14, 2025 (selected community testers) — testing ~2 weeks to ensure V7 is clean and stable before public release.

In short: V7 turns RPG Engine into a real framework — not just a template.
More updates soon — the project is leveling up. :fire:

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RPG Engine 5.16.3-5.16.4

  • Minor fix for the character assistant
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RPG Engine V5.16.5

  • Minor fix for the quest system
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:loudspeaker: Development Progress Update

Hey everyone! Continuing my work on Version 7, today I’ve added a brand-new component — BP_QuestComponent_NPC.
This component is used exclusively for NPCs that can give quests to the player.

Now, setting up quest NPCs is much faster and more convenient. The logic has been moved out of the main component to keep things clean and reduce unnecessary load on characters.

Thanks to the new modular system, components like BP_StatsComponent are now only added to AI that actually need stats (like health, thirst, etc.), meaning simpler AI without those systems will run much lighter.

Work continues steadily — step by step, the project is getting more modular and efficient! :flexed_biceps:

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Thanks to the Epic Games team, we finally managed to update the thumbnail image. Thank you!

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Hey everyone! :waving_hand:

Just wanted to drop by with a quick weekly update on the RPG Engine development. Over the past week a huge amount of work has been done under the hood. The main focus now is to finish the last two major components – this will be the most demanding part, but also the most important.

The plan is to extract the logic from BP_MainComponent into two separate components: BP_EquipmentComponent and BP_InventoryComponent. The equipment component will handle everything related to the character’s gear – armor, clothing, various useful devices and so on. The inventory component will be responsible for storing and managing all the items the player has in their inventory.

Today, work on the vehicles in the project is almost finished as well. Most of the vehicle logic has been split into several dedicated components, and now the transport class uses its own mediator that coordinates these components. This separation greatly reduces coupling between parts of the system, which makes it much easier to remove, replace, or add new components in the future.

I will keep you updated as often as possible, so you can be sure that work on the project is going full steam ahead. The framework has changed so much that it could almost be released as a separate product, but, as promised, all updates remain completely free. This huge update will become version 6 of the project and will appear on FAB as the next major release. No exact date yet, but it is definitely coming soon :rocket:

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Support for UE 5.7 has been added :melting_face:

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Hey everyone, dear potential buyers – Black Friday is here, and this message is for you. :tada: Buying RPG Engine right now is a long‑term investment: you’re not just getting the current source code, but continuous updates, a fully modular Mediator‑based architecture in the next major version, and my direct support whenever you have questions. In the next month I’m rolling out Version 6 with a cleaner, plug‑and‑play structure, and in early 2026 the project will also get a brand‑new documentation website to replace the current 550‑page PDF. :rocket: With the Black Friday 50% discount the price goes down from 250$ to just 125$, which is often lower than competing assets with fewer features, so this is one of the best moments to jump in and secure long‑term value for your projects. :briefcase::fire:

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Hey everyone! :grinning_face_with_smiling_eyes:
I wanted to show you how massive the upcoming refactor really is so you can see how serious the work on the new update is. :flexed_biceps:

On the first screenshot you can see what one of the core functions looked like before the refactor, and on the second screenshot — what this same function looks like now. :camera_with_flash::right_arrow::camera_with_flash:
A huge amount of code has been moved out into separate components, making the project much more modular and easier to maintain — and this is still not the final stage, there’s more coming. :gear::puzzle_piece::rocket:

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Almost DONE

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Greetings @WeberSystems,

I don’t see AimComponent in the Components List :slight_smile:

I’m using RPG Engine with my Hyper-cinematic Camera System which transitions smoothly between multiple perspectives (View Targets) in real-time on-demand:

Perspectives
  • First Person/True First Person
  • Behind-The-Back (Standard Third Person)
  • Over-The-Shoulder
  • Orbit-The-Character
  • Side-View
  • Top-Down
  • Isometric
  • Cinematic Slider- Dolly, Crane,
  • Cinematic Angles - fixed view. Smooth transition between each camera, free focus or player focus motion for a camera view following.

The Camera View can be at any angle and distance relative to Player Character’s Body, at any time.

ADS

Hyper-cinematic Camera also impacts the Aim Down Sight (ADS) implementation, which is refactored to use View Targets attached to weapon.

This requires Projectiles to be spawned from the Weapon Barrel and deactivating center screen lock so projectiles travel their true trajectory path. Not always Center Screen.

I propose an optional aiming method ‘Deactivate Center Screen Lock’ would support many other perspectives and enhance the appeal of using RPG Engine for traditional Top-down, Side Scroller, Isometric, etc.

If you require an additional financial incentive to implement. Lets Discord.