Wonderscape Creations

Dynamic RPG Worlds

Engine 5.7.0 · Game Design Framework
In Development GAS-Centric Multiplayer Blueprint Exposed

The most ambitious Wonderscape Creations project — a complete, modular RPG framework for Unreal Engine 5.7+. Featuring 13+ deeply integrated gameplay systems all built on the Gameplay Ability System (GAS). Designer-first, multiplayer-ready, and architected for Epic's FAB Marketplace standards.

View Development Roadmap

EngineUE 5.7+
ArchitectureModular Plugin
LanguageC++ + Blueprint
NetworkMultiplayer Ready
DistributionFAB Marketplace
Dynamic RPG Worlds
Core Design Principles
Designer-First Approach
No hardcoded values or hidden systems in C++. Extensive Project Settings integration and full Blueprint exposure so designers have final say.
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Multiplayer Ready from Day One
All systems designed with client-server architecture in mind. Replication, Server RPCs, Client RPCs, and prediction where appropriate.
GAS-Centric Architecture
The Gameplay Ability System is the foundation of every gameplay mechanic. Attributes, abilities, effects, and tags drive all systems.
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Plugin-Only Architecture
All code lives in plugin modules — nothing in project source. Clean integration into any existing project without source modifications.
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FAB Marketplace Standards
Strict adherence to Epic's API requirements. No deprecated code — only modern UE 5.7+ native implementations.
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Dependency Layer Architecture

The plugin follows a strict layered dependency model. Dependencies flow upward only — lower layers never depend on higher layers.

Layer 1 — Foundation
WCGASCore
Zero plugin dependencies. Core GAS infrastructure — 150-slot generic AttributeSet, tag-to-slot runtime registry, ability definitions with fragment system, extended ASC, all native gameplay tags in a single centralized file (WCGameplayTags.h), piecewise formula attribute modification system with 12 formula types.
Layer 2 — Features
WCInput · WCInteraction · WCInventory · WCCombat · WCUIFramework · WCGASAlly · WCDynamicSociety
Each is a self-contained gameplay system depending only on WCGASCore (and optionally each other). Feature modules provide discrete, ship-ready functionality and never depend on the integration layer above them.
Layer 3 — Integration
DynamicRPGWorlds
Assembles feature modules into final game framework classes — PlayerState, PlayerCharacter, GameMode, locomotion, camera. This is where cross-module wiring happens. New feature modules should never depend on this layer.
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Module Status
WC GAS Core
150-slot generic AttributeSet, tag-to-slot runtime registry, fragment-based ability system, extended ASC with definition API, 12-formula piecewise attribute modification
Complete
WC Input
Handler-based input routing, combo detection, input buffering, context switching — all exposed to Blueprint and Project Settings
Complete
WC Interaction
8 interaction types (Instant, Hold, Ability, Sequence, Proximity, RadialMenu, ContextSensitive, Custom), multi-slot cooperative interactions, 30+ delegates
Complete
WC Inventory
Fragment-based items (16 fragment types), slot/jigsaw-grid containers, equipment + set bonuses, crafting with catalysts, weighted loot tables, multi-currency wallet, atomic transactions
Complete
WC Combat
Melee (unarmed, 1H, 2H, dual-wield), ranged (bows, crossbows, firearms), magic (free-cast, catalyst, weapon-bound), throwables, combo chains, equipment-driven combat styles, State Tree ability flows
Complete
WC UI Framework
HUD widget, crosshair system, hit markers, target tinting, damage numbers — built on CommonUI and MVVM
Complete
WC GAS Ally
Heritage system, status effects, skill trees, damage/healing pipeline, factions, AI behavior tree integration
Integrated
WC Dynamic Society
Calendar system, seasons, factions, NPC identity and schedules, world data — all data-driven
Integrated
WC Audio Suite
Dynamic music with vertical stem layering, tag-driven state machine, area audio blending, reverb zones, GAS binding, Narrative Pro dialogue ducking
In Progress
WC Realms
Level streaming, world state persistence, location discovery, fast travel, fog of war
In Progress
WC Knowledge Suite
Achievements, lore codex, bestiary, tutorials, discovery tracking
Phase 3
WC Stories
Dialogue trees, quest system, objective tracking, NPC relationships
Phase 4
WC AI
AI controllers, behavior trees, perception, daily routines, combat AI
Phase 4
WC Save System
Save serialization, multiple slots, cloud saves, autosave, multiplayer state
Phase 6
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Development Roadmap
1
Phase 1 — Core Framework
Complete
WC Interaction
WC Inventory
WC GAS Ally (integrated)
WC Combat
WC Input
2
Phase 2 — World & Presentation
Currently Active
WC UI Framework (done)
WC Audio Suite (in progress)
WC Realms (in progress)
3
Phase 3 — Progression
Planned
WC Knowledge Suite (Achievements, Lore, Bestiary, Tutorials)
4
Phase 4 — Narrative & AI
Planned
WC Stories (Dialogue Trees, Quest System, Objectives)
WC AI (Controllers, Behavior Trees, Perception, Daily Routines)
5
Phase 5 — Integration
Planned
Full WCGASAlly & WCDynamicSociety integration into DynamicRPGWorlds
WC Save System (Serialization, Slots, Cloud Saves, Autosave)
6
Phase 6 — Polish & Marketplace
Planned
Documentation, Quick Start Guide, Example Project
FAB Marketplace Submission
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Technical Architecture
PatternImplementation
Designer-FirstNo hardcoded values. All configuration exposed to Project Settings and Blueprint. Designers have final say without touching C++.
Plugin-OnlyAll code lives in plugin modules — nothing in project source. Drop into any existing project without source modification.
GAS-CentricEvery gameplay mechanic built on Gameplay Abilities, Attributes, Effects, and Tags. WCGASCore is the true foundation with zero plugin dependencies.
Fragment SystemBoth abilities (UWCAbilityFragment) and items (UWCItemFragment) use composable fragment arrays. Add behaviors without subclassing.
Data Asset PipelineAttribute definitions, ability definitions, item definitions, loot tables, recipes — all Primary Data Assets. Async loadable, designer-configurable.
Multiplayer-ReadyEvery system designed client-server from day one. TMaps are never used for replicated state (TArray of structs instead).
Gameplay Tags EverywhereAll native tags in a single centralized file (WCGameplayTags.h). Tag format: WC.[Module].[Category].[Subcategory]. Registered at static init before any CDO.
AI / Data SeparationWC AI handles behavior trees and decision-making. WCDynamicSociety manages NPC identity and world data. Combat abilities work for both players and AI identically.

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