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 āto the centerā 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.
Iāve 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.
Thatās an excellent idea! Iāve taken note of it and will do it after the global update!
Dear community, hello! ![]()
The code refactoring stage is almost finished
Iām 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 Iām reworking it and splitting it into many smaller interfaces so itās easier for you to maintain and extend the project.
Thank you for your patience and support, you are the best! ![]()
šÆ Target audience
š Beginners
- Learn professional project structure via tutorials & documented systems
- Understand modular design and scalability
ā” Professionals & Studios
- Jumpstart production with AAA-ready architecture
- Optimized with async streaming, interface-driven design, soft references
- Multi-threaded BP-to-C++ workflows
š° Production value & cost savings
RPG Engine has been in active development for over 2.5 years ā around 10 950 hours of seniorālevel Unreal Engine work.
At typical senior rates, building a comparable multiplayer RPG/Survival/Shooter framework from scratch would easily exceed 200 000ā300 000 $ in development costs, while this asset gives you that productionāready foundation instantly for the price of a single purchase, effectively saving you years of work and hundreds of thousands of dollars in upfront development.
---
š Resources
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š„ Features
š¤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
---
āļø Combat Systems
š„ 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)
š« 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
š£ Grenades
- Frag, Smoke, Stun, Marker, Poison Gas, EMP
---
š”ļø Armor & Equipment
- 6 armor classes with caliber-specific protection
- Tactical gear: headphones, goggles, gas masks, NVG & thermal devices
---
š Movement & Parkour
- GASP: parkour on any mesh
- Climbing, scalable obstacles, ladders
- Advanced doors (5 lock types)
- Swimming system
---
⨠Special Abilities
- Healing, Telekinesis, Energy Strike
- Teleportation via waypoints
- Summonable clones, Stealth mode, Resistance perks
---
š§ 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
---
šŗļø 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
---
š Vehicles
- Integrated vehicle system (cars, expandable)
---
āļø 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
---
š 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
ā-
š Last Tutorials
Hey everyone! ![]()
Iām back with another quick progress update. The work is in the final stage now.
Whatās left on my side:
- Fix a few bugs in the Respawn Component

- Finish validating the AI bots (melee + shooting)


After that, weāll start project testing, and youāll be able to join the beta ![]()
A lot of you already reached out saying you want to participate ā beta access is coming very soon.
Sorry Iām not replying much right now ā Iām still around, just working a lot ![]()
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Also, the project has gone through a ton of changes (including systems that were previously inconvenient). For example, there used to be some data duplication (like having to declare āthis is a characterā in multiple places). Now itās centralized and much cleaner ![]()
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And one more thing: I found a fix for the issue where passengersā Groom hair lags behind the head while riding in vehicles ![]()
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I tested the approach in another project and it worked ![]()
The project is now truly modular, and honestly itās even enjoyable to work with ![]()
Stay tuned ā within 3 days Iāll share the exact timing for when beta testing starts ![]()
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P.S. By the way, would anyone like to add a boat to their game? ![]()
Hey everyone! ![]()
Exciting news: Beta testing starts tomorrow!
I expect it to run for about a week or a week and a half, followed by the full release.
If you want to jump in and help test, please send me a DM!
Just a heads-up: this isnāt the final version. Weāll be hunting down new bugs together, and Iāll be fixing them as we go to ensure we have a rock-solid stable version ready for the official launch. If we squash everything quickly, we might even release sooner! ![]()
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P.S. Remember that annoying bug where AI could still walk around while in a kneeling āstunā state? Iāve been battling that one since day one of development⦠and I finally fixed it! ![]()
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Greetings @WeberSystems . Is this Multiplayer Beta Testing?
Hey! Yes, it is ![]()
Other Customers are waiting to purchase based on Multi-perspective support. These feature is going to elevate UMF beyond any other Multiplayer Game Template on FAB!
Hey everyone! ![]()
I havenāt disappeared ā right before the V6 release I decided to quickly integrate CommonUI into our project.
This will be important for future updates: proper gamepad support and button rebinding are meant to be done through this plugin, not with adāhoc solutions.
I just need a few more days to wrap this up, doing it cleanly across the whole framework.
The plan is: I finish the integration in the coming days and V6 will be published on Fab next week
Hey everyone! ![]()
Surprise!
I kept this one a bit quiet, but Update V6 will now include FULL gamepad support for all menus and widgets! ![]()
Iāve officially refactored every single widget to use CommonUI. This isnāt just a basic fix; itās a professional-grade implementation that ensures:
- Seamless Navigation: Perfect focus handling and menu wrapping for controllers.
- Platform-Specific Icons: Dynamic button prompts that switch automatically based on your device.
- Production-Ready UI: A clean, scalable foundation that follows Epicās best practices for multi-platform titles.
I wanted to give you guys something extra for the V6 release to make the framework truly plug-and-play for any platform. This week, this goes live on Fab! ![]()
RPG Engine V6: Architecture First + A Little Surprise!
Hey everyone! ![]()
I wanted to share a quick look at whatās coming in Update V6.
As you know, the main focus of V6 is the architectural shift to the Mediator Pattern. This is the heavy lifting that decouples systems (Inventory ā Combat ā Stats) to make your project clean, scalable, and āspaghetti-free.ā ![]()
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BUT⦠I couldnāt resist adding a surprise! ![]()
Since I was refactoring the UI anyway, I decided to fully integrate CommonUI for menus.
Check out the video below to see the new native gamepad navigation in action!
A quick note on the video:
Youāll see the menus working perfectly with the controller.
However, the character himself isnāt hooked up to gamepad movement logic yet (only the UI stack is active). Iām focusing on the interface first to ensure the navigation flow is solid before mapping gameplay inputs.
V6 is shaping up to be our best foundation yet. Coming to Fab soon!
There will be big news tomorrow.
Wave 3 Beta Testing Started (ends March 1st, inclusive) 
Weāre launching Wave 3 (final wave) beta testing for RPG Engine on Unreal Engine 5.7 ![]()
This wave is dedicated to UI/UX improvements: the entire menu was migrated from standard UMG UserWidgets to CommonUI, and weāre validating gamepad-first navigation ![]()
What weāre testing:
New CommonUI-based menu flow (screens/stack, tabs, switchers, lists)
Focus stability & navigation (correct highlight, predictable movement, back/confirm behavior)
Gamepad actions across all menu screens (buttons, bumpers, triggers, DāPad/stick)
Beta window: starting now and running until March 1st (inclusive) ![]()
After Wave 3 ends, weāre planning the RPG Engine release ![]()
How to report issues:
Steps to reproduce (which screen, what you pressed, what happened)
Controller type (Xbox / PlayStation / other)
Screenshots/videos if possible
Well, guys ā this was the toughest update since we started development. The project is now on a whole different level.
Whatās included in this update:
- Mediator pattern.
- Common UI migration.
- Gamepad support for menu widgets (menus only for now; gameplay gamepad support is coming later).
Honestly, itās basically a new project lol.
Next step:
- Full documentation overhaul.
Also, I want to build my own website and add a āRAG systemā there for you (a documentation assistant). Iāve seen a FAB seller who already has something similar ā itās super convenient.
[RPG Engine] v6 Major Update (v6.0.1) ā Detailed Release Notes (UE 5.7)
Hi everyone!
This is the v6 Major Update for RPG Engine ā a MASSIVE overhaul where the project has been fully refactored / overhauled. The main goal of v6 was long-term scalability: modular architecture (Mediator Pattern), a CommonUI-based menu (added to replace the old UMG menu), and proper controller support across the entire menu UI.
Engine Support
- Updated to Unreal Engine 5.7
- Unreal Engine 5.6 is no longer supported
Important Project Info
- Main content path: Content\RPG_Engine
- v6 is effectively a new generation of the project:
- Many systems were reorganized
- Data structures changed
- Overall architecture is cleaner, more modular, and easier to extend
Core Architecture: Mediator Pattern + Modular Components
- Removed the monolithic approach: BP_MainComponent has been split into exactly 23 dedicated modules/components
- Introduced a central mediator (BP_ModulesMediator) that routes communication via interfaces
- Components are plug-and-play:
- Any module can be disabled
- Easier to extend and maintain
- Future-ready for optional / paid add-on modules
New / Modular Components (v6)
- BP_AbilityComponent
- BP_BuffComponent
- BP_BuildingComponent
- BP_CharacterSkinComponent
- BP_DialoguesComponent
- BP_EffectsComponent
- BP_EquipmentComponent
- BP_FirearmsComponent
- BP_GrenadesComponent
- BP_InputsComponent
- BP_InteractComponent
- BP_MeleeComponent
- BP_ModulesMediator
- BP_MovementComponent
- BP_PlayerComponent
- BP_QuestComponent
- BP_RespawnComponent
- BP_StatsComponent
- BP_TradingComponent
- BP_VehicleComponent
- BP_AI_Component
- BP_QuestComponentNPC
Interfaces (Decoupled Communication)
- Each component/module has its own Blueprint Interface (BPI_*)
- Components do not call each other directly ā communication is routed through:
- Interfaces + the Modules Mediator
Menu: CommonUI Added (Old Menu Replaced)
In v6, the CommonUI menu was added and it fully replaces the previous menu built with standard UMG UserWidgets.
(So itās not a ārewriteā in the sense of editing the old system ā itās a new CommonUI-based menu that replaced it.)
Updated / Implemented Menu Screens
- Main Menu
- Settings
- Save Slots / Load Slots
- Multiplayer Host / Join
- Server Browser
- Character customization before starting the game
Gamepad Support (ADDED for the menu UI)
The following widget types now work properly with a controller:
- Tabs
- Rotators
- List Views / Tile Views
- Sliders
- Triggers (L2 / R2)
CommonUI Input System
- Unified Back / Confirm / Cancel logic
- New UI Input Config setup for consistent controller behavior across all menu screens
Localization
- Added String Tables to support localization and centralized UI text management
Enhanced Input: Better Separation via Mapping Contexts
The project now uses multiple Enhanced Input Mapping Contexts to clearly separate gameplay logic depending on the current player state.
Current gameplay contexts include:
- On-foot
- Vehicle driver
- Vehicle passenger
Rebinding
- Key rebinding is not included yet (planned for a future update)
Character State System: Full Rework (DT_CharacterStates)
The character state system has been fully redesigned for maximum flexibility.
Data / Configuration Changes
- DataTables and Data Assets were updated
- DT_CharacterStates introduced/updated due to the reworked system:
- New fields and new structure
- More flexible per-state activation rules
- Designed to support complex validation scenarios
Multi-Component State Support (New)
- A single State can now be implemented by multiple components
- Activation validation can be configured to run across multiple components on:
- Server
- Client
- Supports āmust passā style checks across multiple components (server/client configurable)
Respawn (Multi-Component)
- Respawn is now handled across multiple components
- Required logic is called wherever needed (mediator-driven design)
UI Performance / Tick Removal
- WB_Map and WB_Minimap no longer use Event Tick
- Updated to a timer-based approach instead
Fixes Included in v6.0.1
- Fixed vehicle passenger replication synchronization issues
- Fixed character jitter while riding in a moving vehicle
- Improved camera setup:
- Now uses a standard CameraComponent instead of ChildActor ā Camera Actor
- Multiplayer fairness fix:
- Host-selected starting equipment is now applied to clients when joining a session
- Added new window mode: WindowBordered
- Fixed saving for Graphics / Audio / Gameplay settings
Known Issue
- Third-person sniper scope aiming:
- Aim endpoints before/after enabling the scope can slightly differ
- Planned fix in a future update
Final Notes
This v6 Major Update is a huge step forward for RPG Engine in terms of scalability and maintainability:
- Modular architecture
- Mediator-driven communication
- CommonUI-based menu (added + replaced old menu)
- Gamepad-friendly UI in menus
- Reworked state system (DT_CharacterStates)
Thank you for your support and feedback!
RPG Engine V6.0.2 - Hotfixes
-
Fixed incorrect damage calculation when wearing a body armor/vest.
-
Fixed camera clipping through walls.
-
Fixed incorrect
MipGenSettingson some textures. -
Fixed missing distance readout in the scope (Distance Tracker).
-
Fixed inventory: item was not destroyed when removed from an inventory slot.


