[UE5 Plugin][Open Source] Akuma RPG Framework

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Akuma's RPG Framework — Major UE 5.8 Plugin​


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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​

SystemStatusHighlights
InventoryImplementedRuntime item instances, stacking, capacity, replication, saving, exact Item Definition references and transfer support.
EquipmentImplementedRequirements, effects, held visuals/audio, physical-socket exclusivity, broken-item rejection and authoritative equipment state.
Quick AccessImplementedPersistent hotbar, exact runtime-instance assignment, drag/drop, active equipment handoff, consumables and cooldown display.
Generic Item UseImplementedHealth/Mana/Stamina restore, Gameplay Effects, custom Blueprint item behaviors, cooldowns, consume-after-success and full-vitals protection.
CraftingImplementedData-driven personal recipes, authoritative timed/batch crafting, quantity controls, cancellation/refund and station restrictions.
Durability & RepairImplementedPer-instance durability, combat/gathering wear, broken state, material repair costs and persistence through saves/storage.
JRPG StatsImplementedSix primary attributes, derived stats, attribute points, progression integration and ready stats UI.
SkillsImplementedGeneric XP/level curves, unlock metadata and persistence.
WoodcuttingImplementedSkill progression, axe/tool checks, harvestable trees, successful-chop durability wear, drops and persistence.
SlayerImplementedMasters, weighted assignments, kill credit, XP, points, streaks and persistent tasks.
QuestsImplementedObjectives, prerequisites, chains, rewards, repeatables, auto-complete and persistent objective state.
Currencies & LootImplementedCurrency balances, loot tables and item/currency/XP rewards.

Combat and character presentation​

SystemStatusHighlights
CombatImplementedMelee/ranged/magic basics, combos, traces/projectiles, crit/armor, dodge, block/parry/guard break, death and respawn.
Lock-on TargetingImplementedZ-target-style acquisition, camera tracking, facing/strafe, switching, marker UI, LOS/range validation and GAS helpers.
Gameplay Ability SystemImplemented foundationAbility System Component, Attribute Set and framework bridge for project abilities/effects.
Equipment presentationImplementedStatic/skeletal/custom held visuals, sockets, transforms and equipment audio.
Automatic FootstepsImplementedPlayer/NPC footsteps, physical-surface sound pools, replication and no animation-notify requirement.
NPC Info PopupImplementedAutomatic name/level/health display, proximity visibility and reskinnable native UI.
Ragdoll DeathImplementedAutomatic 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.
SystemStatusHighlights
Build CatalogueImplementedCharacter Build Catalog, categories, material costs, buildable counts and ready native menu.
Placement PreviewImplementedLocal ghost mesh, valid/invalid materials, live status, rotation, next/previous pieces and placement HUD.
Pivot-Aware Ground PlacementImplementedReal mesh bounds anchor bottom/center/corner-pivot modular pieces correctly to landscape/support surfaces.
Structural SnappingImplementedFoundations, walls, window walls, doorways, doors, floors, ceilings, roofs, stairs, pillars and custom snap points.
Authoritative PlacementImplementedServer revalidates catalogue membership, snap access, transform, range, support, collision, resources, factions and territory.
ConstructionImplementedInstant or timed builds, synchronized progress, mesh reveal/growth, material progress parameters and construction audio.
DoorsImplementedReplicated open/close, access policy, auto-close and persistent state.
DemolitionImplementedAuthoritative modification checks and configurable build-cost refund.
StorageImplementedPersistent containers, ready transfer UI and exact runtime-instance transfer for durable items.
Production / FurnacesImplementedInput/fuel/output inventories, recipe queues, tagged fuel, transaction-safe processing and ready production UI.
Building PersistenceImplementedStructure identity, transform, health, construction progress, door state, storage contents and station state.
Supported standard build-piece kinds:
Foundation · Wall · WindowWall · Window · Doorway · Door · Floor · Ceiling · Roof · Stair · Pillar · Storage · Production · Decoration · Custom
Common 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​

SystemStatusHighlights
AI CombatImplementedHostile acquisition, retaliation, threat, chase, facing, attacks, defence and allied combat coordination.
Advanced AI SpawnerImplementedWeighted groups, collision-safe/NavMesh placement, movement modes, respawn, distance streaming and day/night population swapping.
Ground-Rise Spawn EntranceImplementedCollision-safe mesh-only emergence, synchronized presentation and temporary locomotion ownership.
Spline Patrol / TravelImplementedNavMesh-aware route following, waits/events, loops, group direction, combat suspension and route rejoin.
Free Roam / WandererFoundation + implemented movement layerAutonomous roaming hooks with spawner/social/spline ownership arbitration.
Ambient NPC SocialImplementedCompatibility checks, approach/conversation behavior, montage/audio/text hooks, combat interruption and cooldowns.
Threat / AggroImplementedThreat tables, taunt/set/clear utilities, ally assist and disposition restoration.
BossesImplementedBoss types, encounter state, phases, enrage, leash/reset, scaling, contribution and respawn.
Day/NightImplementedHost-synchronized world time plus dynamic street lights and optional spawner population swaps.

World, social and online foundations​

SystemStatusHighlights
Factions & ReputationImplementedRelationships, reputation, attack rules, ownership and faction-aware world interactions.
VendorsImplementedStock/restock, restrictions, reputation pricing, selling and buyback.
MountsImplementedUnlock, summon/ride, movement capability flags, presentation hooks and persistence.
GroupsFoundationReplicated party/raid membership, roles/subgroups and chat integration.
Dungeons / RaidsFoundationEncounter states, wipes, checkpoints, completion and persistence.
Battle PetsFoundationCollection/team/XP, turns, abilities, swaps, capture and persistence.
Unified Chat / Event LogImplementedPlayer, NPC, boss, system, quest, loot and event message routing.
Local ProfilesImplementedLocal username/password profile identities and character association.
Direct IP NetworkingImplementedListen-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.
The gameplay logic does not depend on the native visual style. Exposed widget classes, standard child bindings and update events allow project-specific reskins without rebuilding the server-authoritative systems underneath.

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.
 
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