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Akuma's RPG Framework — Major UE 5.8 Plugin
GitHub - AkumaVenom/Akuma-RPG-Framework-Plugin-UE5: Akuma's RPG Framework is a Blueprint-first, data-driven Unreal Engine 5.8 gameplay framework for building large single-player and multiplayer RPGs without rebuilding the same core systems for every
Akuma's RPG Framework is a Blueprint-first, data-driven Unreal Engine 5.8 gameplay framework for building large single-player and multiplayer RPGs without rebuilding the same core systems for e...
Akuma's RPG Framework is a Blueprint-first, data-driven Unreal Engine 5.8 gameplay framework for building large single-player and multiplayer RPGs without rebuilding the same core systems for every project.
Create content with Data Assets, configure inherited components in the editor, and let the shared C++ runtime handle authoritative gameplay, replication, persistence, inventories, combat, AI, crafting, building, world interaction and UI plumbing.
What the framework is built around
The framework follows a few rules consistently:
- Blueprint-first authoring — common gameplay is exposed through inherited components, Data Assets and simple Blueprint-callable functions.
- Native working defaults — important systems include functional C++ defaults so you can test before creating custom Widget Blueprints or presentation logic.
- Data-driven content — items, recipes, classes, factions, skills, vendors, bosses, mounts, build pieces and other definitions live in reusable Data Assets.
- Server-authoritative gameplay — inventory mutations, equipment, combat, crafting, building, storage, production and world interaction validate on authority.
- Persistent runtime identity — item instances, durability, equipment state, structures, storage and crafting state are preserved instead of being reconstructed cosmetically.
- Performance-aware runtime design — systems prefer events, timers and short-lived ticks instead of permanent per-actor ticking.
- Project-owned presentation — native UIs are ready to use, while exposed Widget Classes and events let projects reskin them without replacing gameplay logic.
Feature overview
Player, items and progression
| System | Status | Highlights |
|---|---|---|
| Inventory | Implemented | Runtime item instances, stacking, capacity, replication, saving, exact Item Definition references and transfer support. |
| Equipment | Implemented | Requirements, effects, held visuals/audio, physical-socket exclusivity, broken-item rejection and authoritative equipment state. |
| Quick Access | Implemented | Persistent hotbar, exact runtime-instance assignment, drag/drop, active equipment handoff, consumables and cooldown display. |
| Generic Item Use | Implemented | Health/Mana/Stamina restore, Gameplay Effects, custom Blueprint item behaviors, cooldowns, consume-after-success and full-vitals protection. |
| Crafting | Implemented | Data-driven personal recipes, authoritative timed/batch crafting, quantity controls, cancellation/refund and station restrictions. |
| Durability & Repair | Implemented | Per-instance durability, combat/gathering wear, broken state, material repair costs and persistence through saves/storage. |
| JRPG Stats | Implemented | Six primary attributes, derived stats, attribute points, progression integration and ready stats UI. |
| Skills | Implemented | Generic XP/level curves, unlock metadata and persistence. |
| Woodcutting | Implemented | Skill progression, axe/tool checks, harvestable trees, successful-chop durability wear, drops and persistence. |
| Slayer | Implemented | Masters, weighted assignments, kill credit, XP, points, streaks and persistent tasks. |
| Quests | Implemented | Objectives, prerequisites, chains, rewards, repeatables, auto-complete and persistent objective state. |
| Currencies & Loot | Implemented | Currency balances, loot tables and item/currency/XP rewards. |
Combat and character presentation
| System | Status | Highlights |
|---|---|---|
| Combat | Implemented | Melee/ranged/magic basics, combos, traces/projectiles, crit/armor, dodge, block/parry/guard break, death and respawn. |
| Lock-on Targeting | Implemented | Z-target-style acquisition, camera tracking, facing/strafe, switching, marker UI, LOS/range validation and GAS helpers. |
| Gameplay Ability System | Implemented foundation | Ability System Component, Attribute Set and framework bridge for project abilities/effects. |
| Equipment presentation | Implemented | Static/skeletal/custom held visuals, sockets, transforms and equipment audio. |
| Automatic Footsteps | Implemented | Player/NPC footsteps, physical-surface sound pools, replication and no animation-notify requirement. |
| NPC Info Popup | Implemented | Automatic name/level/health display, proximity visibility and reskinnable native UI. |
| Ragdoll Death | Implemented | Automatic NPC ragdoll with collision handling, impulses, replication and respawn reset. |
Settlement building and production
v2.15 promotes the earlier building backend into a complete player-facing settlement workflow.| System | Status | Highlights |
|---|---|---|
| Build Catalogue | Implemented | Character Build Catalog, categories, material costs, buildable counts and ready native menu. |
| Placement Preview | Implemented | Local ghost mesh, valid/invalid materials, live status, rotation, next/previous pieces and placement HUD. |
| Pivot-Aware Ground Placement | Implemented | Real mesh bounds anchor bottom/center/corner-pivot modular pieces correctly to landscape/support surfaces. |
| Structural Snapping | Implemented | Foundations, walls, window walls, doorways, doors, floors, ceilings, roofs, stairs, pillars and custom snap points. |
| Authoritative Placement | Implemented | Server revalidates catalogue membership, snap access, transform, range, support, collision, resources, factions and territory. |
| Construction | Implemented | Instant or timed builds, synchronized progress, mesh reveal/growth, material progress parameters and construction audio. |
| Doors | Implemented | Replicated open/close, access policy, auto-close and persistent state. |
| Demolition | Implemented | Authoritative modification checks and configurable build-cost refund. |
| Storage | Implemented | Persistent containers, ready transfer UI and exact runtime-instance transfer for durable items. |
| Production / Furnaces | Implemented | Input/fuel/output inventories, recipe queues, tagged fuel, transaction-safe processing and ready production UI. |
| Building Persistence | Implemented | Structure identity, transform, health, construction progress, door state, storage contents and station state. |
Foundation · Wall · WindowWall · Window · Doorway · Door · Floor · Ceiling · Roof · Stair · Pillar · Storage · Production · Decoration · CustomCommon structural pieces can be authored with an
ARPGBuildPieceDefinition + Static Mesh without creating an Actor Blueprint. Door, Storage and Production pieces automatically use their specialised native actors when no custom Actor Class is supplied.See
Docs/BUILDING_CRAFTING.md for the complete Wood/Stone/Metal, snapping, storage and furnace workflow.AI and world simulation
| System | Status | Highlights |
|---|---|---|
| AI Combat | Implemented | Hostile acquisition, retaliation, threat, chase, facing, attacks, defence and allied combat coordination. |
| Advanced AI Spawner | Implemented | Weighted groups, collision-safe/NavMesh placement, movement modes, respawn, distance streaming and day/night population swapping. |
| Ground-Rise Spawn Entrance | Implemented | Collision-safe mesh-only emergence, synchronized presentation and temporary locomotion ownership. |
| Spline Patrol / Travel | Implemented | NavMesh-aware route following, waits/events, loops, group direction, combat suspension and route rejoin. |
| Free Roam / Wanderer | Foundation + implemented movement layer | Autonomous roaming hooks with spawner/social/spline ownership arbitration. |
| Ambient NPC Social | Implemented | Compatibility checks, approach/conversation behavior, montage/audio/text hooks, combat interruption and cooldowns. |
| Threat / Aggro | Implemented | Threat tables, taunt/set/clear utilities, ally assist and disposition restoration. |
| Bosses | Implemented | Boss types, encounter state, phases, enrage, leash/reset, scaling, contribution and respawn. |
| Day/Night | Implemented | Host-synchronized world time plus dynamic street lights and optional spawner population swaps. |
World, social and online foundations
| System | Status | Highlights |
|---|---|---|
| Factions & Reputation | Implemented | Relationships, reputation, attack rules, ownership and faction-aware world interactions. |
| Vendors | Implemented | Stock/restock, restrictions, reputation pricing, selling and buyback. |
| Mounts | Implemented | Unlock, summon/ride, movement capability flags, presentation hooks and persistence. |
| Groups | Foundation | Replicated party/raid membership, roles/subgroups and chat integration. |
| Dungeons / Raids | Foundation | Encounter states, wipes, checkpoints, completion and persistence. |
| Battle Pets | Foundation | Collection/team/XP, turns, abilities, swaps, capture and persistence. |
| Unified Chat / Event Log | Implemented | Player, NPC, boss, system, quest, loot and event message routing. |
| Local Profiles | Implemented | Local username/password profile identities and character association. |
| Direct IP Networking | Implemented | Listen-server hosting and direct join-by-IP helpers. |
Ready native UI
The framework includes working native UI for the systems that need an immediate player-facing test path. Projects can use these directly or replace them with Widget Blueprint subclasses through exposed Widget Class properties.Current ready UI includes:
- Item Management — Inventory + Crafting & Repair tabs.
- Quick Access HUD — 8-slot default hotbar with active/equipped/cooldown state.
- JRPG Stats — complete stats/progression panel with authoritative attribute-point spending.
- Character / NPC Info — automatic name, level and health popup.
- Build Menu — build catalogue, categories, costs and buildable counts.
- Build Placement HUD — selected piece, requirements, placement validity and controls.
- Storage — Player ↔ Container item transfer.
- Production / Furnace — Player, Input/Fuel, Recipes, Output and queue progress.
Akuma's RPG Framework is in active alpha development. Build and test each update against your own UE 5.8 project before treating it as a shipping baseline.

