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.
The plugin follows a strict layered dependency model. Dependencies flow upward only — lower layers never depend on higher layers.
WCGameplayTags.h), piecewise formula attribute modification system with 12 formula types.| Pattern | Implementation |
|---|---|
| Designer-First | No hardcoded values. All configuration exposed to Project Settings and Blueprint. Designers have final say without touching C++. |
| Plugin-Only | All code lives in plugin modules — nothing in project source. Drop into any existing project without source modification. |
| GAS-Centric | Every gameplay mechanic built on Gameplay Abilities, Attributes, Effects, and Tags. WCGASCore is the true foundation with zero plugin dependencies. |
| Fragment System | Both abilities (UWCAbilityFragment) and items (UWCItemFragment) use composable fragment arrays. Add behaviors without subclassing. |
| Data Asset Pipeline | Attribute definitions, ability definitions, item definitions, loot tables, recipes — all Primary Data Assets. Async loadable, designer-configurable. |
| Multiplayer-Ready | Every system designed client-server from day one. TMaps are never used for replicated state (TArray of structs instead). |
| Gameplay Tags Everywhere | All native tags in a single centralized file (WCGameplayTags.h). Tag format: WC.[Module].[Category].[Subcategory]. Registered at static init before any CDO. |
| AI / Data Separation | WC 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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