Versioning and Compatibility
Purpose and Scope
This document explains how RPG Engine v6 relates to previous versions, which Unreal Engine versions are officially supported, and what buyers can expect in terms of forward compatibility. It is intentionally short and focuses on practical expectations rather than implementation details.
RPG Engine v5 vs v6
RPG Engine v6 is a complete refactor of the previous architecture. Version 5 used a more monolithic structure where large parts of gameplay logic were concentrated in a few major blueprints.
In version 6, this approach has been fully replaced with a modular
design built around BP_ModulesMediator and a set of focused
gameplay components. Individual systems and modules can now be
connected, disconnected, or extended much more easily, without turning
the project into a single massive blueprint.
Version 5 is considered fully outdated and is not recommended for new projects. It is mentioned only as historical context. v6 is the current and only actively developed line.
High-Level Differences
| Area | v5 (Legacy) | v6 (Current) | Notes |
|---|---|---|---|
| Architecture | Mostly monolithic blueprints | Fully modular components + BP_ModulesMediator | v6 rebuilt from the ground up |
| Character logic | Centralized in a few large components | Split into many focused modules (movement, stats, firearms, quests, etc.) | See character-modules.md |
| State handling | Localized, less unified | Shared State System with data-driven rules and mediator‑driven flow | See state-system.md |
| Extensibility | Harder to disable/replace individual features | Systems can be enabled/disabled per actor through ModulesHUB presets | Better fit for different game types |
| Active support | Frozen | Actively developed, bugfixed and extended | Only v6 receives updates |
There is no direct in-place migration path from v5 to v6. v6 is treated as a separate, new project generation.
No Automatic Migration from v5
Because v6 is architecturally different, there is no official “upgrade” path that converts an existing v5 project into v6.
- v6 is not a patch on top of v5.
- It is a separate, modern foundation that replaces the old
line.
- Existing v5 projects can still be maintained by their creators, but they will not be migrated by this package.
Teams who previously used v5 and want to move to v6 should treat v6 as a fresh project base and manually bring over only the content they still need (maps, art assets, quests, etc.). Gameplay logic should be rebuilt on top of the v6 modular architecture rather than ported blueprint‑by‑blueprint from v5.
Deprecated Content from v5
The following concepts from v5 are considered deprecated in the context of v6:
- Monolithic character components that tried to handle most gameplay
logic in a single place.
- Old state and interaction flows that do not go through the shared
State System and mediator.
- Any v5‑specific blueprints that duplicate the responsibilities of v6 modules.
In v6:
- Character logic should be implemented via modular components such as
BP_MovementComponent,BP_EquipmentComponent,BP_StatsComponent,BP_FirearmsComponent,BP_MeleeComponent,BP_AbilityComponent, and so on.
- All state changes should be routed through
BP_ModulesMediatorand the State System instead of directly toggling tags or variables inside random components.
New projects should not revive or copy deprecated v5 blueprints into v6. They are not supported and will not be updated.
Supported Unreal Engine Versions
RPG Engine v6 is developed and tested on Unreal Engine 5.7. The project follows a moving support window for minor engine versions.
At any given time:
- Two adjacent minor UE versions are officially supported.
- For example:
- At launch: 5.7 and 5.8.
- When 5.9 becomes stable and is adopted: 5.8 and 5.9.
- At launch: 5.7 and 5.8.
“Supported” means:
- The project compiles and runs on that engine version.
- Core gameplay systems (movement, combat, inventory, AI, save/load,
etc.) are verified through internal test passes.
- Engine‑level breaking changes within that window are tracked and addressed in updates to RPG Engine v6.
Using the project on older or future UE versions outside the current support window may still work but is considered experimental and is not guaranteed.
Compatibility Expectations When Updating Unreal Engine
When updating the underlying Unreal Engine minor version within the supported window, developers should expect the following:
- Rebuild step
- A full project rebuild may be required after opening the project in
a new minor UE version.
- A full project rebuild may be required after opening the project in
a new minor UE version.
- Third‑party plugins
- External plugins or marketplace assets added on top of RPG Engine
may require their own updates.
- External plugins or marketplace assets added on top of RPG Engine
may require their own updates.
- Verification pass
- After an engine update, run a short smoke test:
- Load an existing or new save.
- Test core loops: movement, combat, inventory, crafting, quests,
save/load.
- Test multiplayer if your game uses it.
- Load an existing or new save.
- After an engine update, run a short smoke test:
If an engine update introduces breaking changes inside the supported window, fixes will be delivered as updates to RPG Engine v6 rather than asking users to roll back to v5.
Summary for Buyers
- RPG Engine v6 is the only actively supported line.
- Version 5 is legacy and should not be used for new projects.
- There is no automatic migration from v5 to v6: treat v6 as a clean
foundation and move only the content you still need.
- v6 targets Unreal Engine 5.7 and uses a rolling two‑version support window for minor engine versions.