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Description

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MRS Logical Engine

MRS Logical Engine helps designers build, connect, debug and maintain gameplay logic directly in the editor.

Create communication between doors, switches, objectives, puzzle gates, scripted events and other gameplay actors without writing custom interaction logic for every setup.

  • No hardcoded Blueprint communication mess.

  • No one-off communication logic for every new interaction.

  • Less dependency on custom programmer support during prototyping


Designers can build logic faster, test ideas quickly, debug connections visually and keep the same setup usable for production!

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🔗 How Does It Work?

The core idea is simple: Actors send logical conditions. Other actors receive them, evaluate them, and change their state.


  • Add an MRS Logical Sender to anything that should trigger logic.

  • Add an MRS Logical Receiver to anything that should react.

  • Connect them using readable Gameplay Tags.

  • Implement the reaction in Blueprint.

The plugin handles logical communication and state evaluation. Your Blueprint decides what actually happens in the game: open a door, start a sequence, enable or trigger any custom gameplay logic.

For full setup examples, please check the included documentation and tutorial map.

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🧩With MRS Logical Engine, You Can Build:

  • Doors, gates, locks, and key systems

  • Switches, levers, buttons, and pressure plates

  • Multi-step puzzles and chained interactions

  • Quest gates, objective blockers and progression checks

  • Timed logic and temporary gameplay windows

  • Scripted gameplay moments

  • Optional paths and conditional shortcuts

  • Interconnected level events

  • World-state logic that can survive save/load workflows

  • Designer-authored prototypes that can scale into production setups


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⚙️Core Features

  • Gameplay Tag-Based Communication
    Uses a native Unreal Engine feature for readable and scalable condition names. Compatible with Gameplay Ability System style workflows.

  • Made by Designers for Designers
    Built around real level design needs: fast iteration, readable setup, clear state feedback, strong debug visibility, and minimal dependency on programmers.

  • Event-driven Architecture

    Sender and Receiver components do not rely on per-frame Tick for their core logic.

  • Lightweight and Easy to Integrate
    Designed to fit both indie projects and larger AA / AAA production workflows. You can start with a small prototype setup and scale the same logic structure into more complex production levels.

  • Flexible Condition Evaluation
    A clean and powerful way to connect actors through logical conditions instead of hardcoded actor references and one-off Blueprint logic. Support required conditions, blockers, condition groups, temporary requests, persistent states and solved states.

  • Blueprint and C++
    The main workflow is fully exposed to Blueprints, while the plugin is implemented in C++ with included source code.

  • Extensive Debug Tools

    Inspect active and missing conditions, request sources, Receiver states, and logical actor-to-actor connections directly in the level.

  • World Partition & Save System Support
    Supports streamed-world workflows, persistent logical conditions and saved Receiver states.

  • Included Example Gym
    Comes with an example map where you can inspect practical Sender / Receiver setups and see how the system is meant to be used.

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🔌Required Plugins


MRS Logical Engine is based on Gameplay Tags. No additional third-party plugins are required.

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Formats inclus