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Roo Gameplay Framework

Roo Gameplay Framework is a modular, data-driven gameplay framework for Unreal Engine that helps you quickly build and maintain a wide range of gameplay systems. Most features can be configured through intuitive editor tools without writing code or creating complex Blueprint logic. With simple Blueprint nodes or C++ function calls, you can easily create, modify, and manage systems such as Stats, Attributes, Formulas, Progression, Modifiers, Stat Actions, Status Effects, and equipment-based character customization—allowing both Blueprint users and C++ developers to focus more on creating engaging game content and gameplay.

Learn How to Build a Complete RPG Game in UE 5.7 with Roo Gameplay Framework (Tutorial Series)

Visual Stats Designer

Configure gameplay values through a spreadsheet-style visual editor, with a workflow similar to editing a CSV table.

The Stats Designer allows you to:

  • Create and remove Stat and Attribute definitions

  • Edit multiple Stats Sets from one visual table

  • Configure base values, minimum values, maximum Stat references, and starting percentages

  • Assign Formula and Progression Table assets directly from table cells

  • Reorder Stat and Attribute columns through drag and drop

  • Enable or hide individual definitions

  • Organize definitions with custom Gameplay Tag namespaces

  • Generate, update, save, and clean related Data Assets with one click

Instead of opening every Data Asset individually, you can manage an entire group of character values from one editor panel.

Stats and Attributes

Create reusable Stats and Attributes for characters, enemies, equipment, and other gameplay objects.

Examples include:

  • Health and Mana

  • Attack Power and Defense

  • Critical Chance and Critical Damage

  • Movement Speed

  • Experience and Level

  • Custom project-specific values

Stats support constant base values, runtime modifiers, Formulas, and Progression Tables. Attributes provide current, minimum, maximum, and normalized values, making them suitable for resources such as Health, Mana, Stamina, and shields.

Formulas and Progression

Create calculated Stats using configurable Formula Data Assets.

Formulas can read values from Self and Target Stats Components and support:

  • Arithmetic operations

  • Stat, base value, and Attribute references

  • Minimum, maximum, clamp, power, square root, and rounding functions

  • Random ranges, percentage chances, and dice rolls

  • Progression Table queries

Progression Tables support manual, constant, linear, and geometric growth, making them suitable for levels, experience requirements, scaling values, and other progression systems.

Modifiers and Stat Actions

Apply temporary or persistent changes through reusable runtime Modifiers and Stat Actions.

Supported workflows include:

  • Constant modifiers

  • Percentage modifiers

  • Formula-driven values

  • Damage and healing

  • Resource changes

  • Base value changes

  • Reusable gameplay operations

  • Source-based modifier removal

Stat Actions are configured as Data Assets and can be reused by equipment, Status Effects, abilities, interactions, and Blueprint gameplay logic.

Status Effects, Buffs, and Debuffs

Create flexible Buffs, Debuffs, and neutral Status Effects through Data Assets.

The system supports:

  • Stack limits

  • Independent or shared stack duration

  • Duration refresh behavior

  • Stack overflow policies

  • Periodic Tick execution

  • Add, Tick, and Remove actions

  • Constant, Stat-driven, and Formula-driven values

  • Runtime stack, duration, and progress queries

  • UI-ready group and per-stack progress values

These features can be used to create effects such as regeneration, burning, bleeding, temporary bonuses, stacking penalties, equipment effects, and progression-based Buffs.

Fast Equipment Configuration

Configure equipment effects quickly through data-driven assets.

Define which Stats an item affects, choose constant or percentage modifiers, and use Formulas for level-based or dynamic equipment values.

Equipment can automatically apply its configured modifiers when equipped and remove them when unequipped. This makes it easy to create weapons, armor, accessories, and evolving equipment without duplicating gameplay logic.

Blueprint and C++ Support

The framework provides Blueprint-ready components, functions, events, queries, and configuration assets, together with C++ APIs for deeper integration.

Use complete Gameplay Tags for explicit references or convenient name-based nodes for lightweight workflows. Custom namespaces allow each project to organize its tags without conflicting with the included demo content.

Whether you work primarily with Blueprints, C++, or a combination of both, Roo Gameplay Framework provides a practical foundation that can be adapted to your own architecture.

100% Blueprint Demo

The included demo is built entirely with Blueprints.

It demonstrates:

  • Stats and Attributes

  • Formulas and Progression

  • Runtime Modifiers

  • Stat Actions

  • Buffs and Debuffs

  • Equipment configuration

  • Gameplay interactions

  • Runtime value and Status Effect UI

No C++ code is required to study, run, or customize the demo. C++ developers can use the same framework through its native runtime APIs.

Documentation and Windows Demo

Future Development

Roo Gameplay Framework will continue to expand over time.

Planned future systems include:

  • Inventory System

  • Quest System

  • Additional editor tools

  • More runtime integrations and workflow improvements

The Inventory and Quest systems are not included in the current release. They are planned as future additions, and the roadmap may evolve based on development progress and user feedback.

Pricing

The price is expected to increase gradually as major systems, editor tools, and substantial new features are added.

Support and Contact

For technical support, bug reports, or product-related questions, contact:

[email protected]

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