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Version 5 is considered fully outdated and is not recommended for new projects.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

Areav5 (Legacy)v6 (Current)Notes
ArchitectureMostly monolithic blueprintsFully modular components + BP_ModulesMediatorv6 rebuilt from the ground up
Character logicCentralized in a few large componentsSplit into many focused modules (movement, stats, firearms, quests, etc.)See character-modules.md
State handlingLocalized, less unifiedShared State System with data-driven rules and mediator‑driven flowSee state-system.md
ExtensibilityHarder to disable/replace individual featuresSystems can be enabled/disabled per actor through ModulesHUB presetsBetter fit for different game types
Active supportFrozenActively developed, bugfixed and extendedOnly 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_ModulesMediator and 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.

“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.
  • Third‑party plugins
    • 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.

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.