Hello! Bro, sorry for the delay in responding - I got really sick. But everything is okay now.
I will add this feature in the upcoming updates after the V6 release ![]()
Please tell me, if we deactivate aiming “to the center” of the screen, should there be an alternative? I mean, how can I make disabling this mechanic most convenient for you?
Hi @WeberSystems,
I hope you have fully recovered from illness. You work very hard. Please take more rest if necessary.
My proposal is not to replace the current functionality, but to add it as another camera/aiming mode. It will unlock RPG Engine Capabilities to support Top Down RPGs, Side Scroller RPGs, Isometric RPGs, First Person RPGs. Hyper-cinematic RPGs.
I’ve attempted to customize RPGE UMF myself, but I destroyed all other functionality. I anticipate with your in-depth knowledge of the RPGE UMF architecture and subsystems, your solution will be 1000x effective and seamless. Taking in considerations of the full picture not just a piece of it.
That’s an excellent idea! I’ve taken note of it and will do it after the global update!
Dear community, hello! ![]()
The code refactoring stage is almost finished
I’m currently working on the Blueprint Interfaces system to get rid of reused and duplicated logic.
Our unified BPI_RPG interface will no longer be monolithic ![]()
Right now I’m reworking it and splitting it into many smaller interfaces so it’s easier for you to maintain and extend the project.
Thank you for your patience and support, you are the best! ![]()
🎯 Target audience
🎓 Beginners
- Learn professional project structure via tutorials & documented systems
- Understand modular design and scalability
⚡ Professionals & Studios
- Jumpstart production with AAA-ready architecture
- Optimized with async streaming, interface-driven design, soft references
- Multi-threaded BP-to-C++ workflows
💰 Production value & cost savings
RPG Engine has been in active development for over 2.5 years — around 10 950 hours of senior‑level Unreal Engine work.
At typical senior rates, building a comparable multiplayer RPG/Survival/Shooter framework from scratch would easily exceed 200 000–300 000 $ in development costs, while this asset gives you that production‑ready foundation instantly for the price of a single purchase, effectively saving you years of work and hundreds of thousands of dollars in upfront development.
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📚 Resources
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🔥 Features
👤Character & Customization
- Full MetaHuman integration with async loading
- Dynamic clothing system with real-time visuals
- Wardrobe & Weapon Modification Table
- Enhanced Input for modern rebindable controls
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⚔️ Combat Systems
🥊 Melee Combat
- 3 attack zones + target tracking
- 5 attack types: Basic, Aerial, Ranged, Splash, Super Combo
- 10+ cinematic combat cameras
- Buffs & Debuffs (Freeze, Burn, Knockout, Poison)
🔫 Firearms
- Pistols, rifles, snipers, rocket launchers, crossbows
- Mechanics: overheating, ricochet, penetration, dynamic crosshair
- Modifications: scopes, silencers, flashlights, grips, mags, red dot
- Ammo: Standard, Electric, Explosive, Armor-piercing
💣 Grenades
- Frag, Smoke, Stun, Marker, Poison Gas, EMP
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🛡️ Armor & Equipment
- 6 armor classes with caliber-specific protection
- Tactical gear: headphones, goggles, gas masks, NVG & thermal devices
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🏃 Movement & Parkour
- GASP: parkour on any mesh
- Climbing, scalable obstacles, ladders
- Advanced doors (5 lock types)
- Swimming system
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✨ Special Abilities
- Healing, Telekinesis, Energy Strike
- Teleportation via waypoints
- Summonable clones, Stealth mode, Resistance perks
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🧠 Advanced AI
- 3 difficulty tiers, 37+ parameters
- Sensory system: sight, hearing, memory
- AI uses weapons, armor & grenades
- 22+ Behavior Trees with EQS
- Dynamic reactions: stun disorientation, gas poisoning, tactical regrouping
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🗺️ Game Systems
- Inventory with upgrades
- Crafting, Vendors, Quests, Dialogues
- Minimap + Worldmap with filters
- Survival: hunger, thirst, temperature, poisoning, pollution/shower
- Skill tree + XP-based progression
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🚗 Vehicles
- Integrated vehicle system (cars, expandable)
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⚙️ UI & Settings
- Menus: Main, Pause, Multiplayer Lobby
- Pre-game loadout system
- Save & Load with multiple slots
- Graphics, audio, gameplay settings
- Icon generator for UI assets
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🆕 Updates
V6: Scalability Refactor: Mediator Pattern & System Optimization, Modular architecture - COMING SOON
• V5: Building system, Mutable Populations + Mass AI, Crossbow, Temperature + Poisoning systems
• V4: Modified GASP: parkour on ANY meshes, New motion animation system (GASP + Anim Layers), Gameplay Tags, Swimming, Rocket Launcher, New swimming, Weapons now auto-lower, New Tools: Item Generator, Character Assistant, Chat features
• V3: Mutable plugin, DLSS, Lean, Dynamic crosshair, Shoulder swapping
• V2: Vehicles
• V1: Quest NPC, Dialogs, Crafting, Vendor NPC, CCTV, Thirst & Hunger
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