
Descrizione
Survival Game Framework is a complete, production-ready C++ plugin that provides all core systems needed to build a survival game. Data-driven architecture - just fill in DataTables with your items, recipes, and buildings. No C++ coding required!
📖 Documentation and HOW TO | 💬 Discord Support |
🏗️ Hybrid Building System (v1.1.0)
HISM-based placement for static buildings — supports 50,000+ elements vs ~2,000 with Actors
~90% draw call reduction and ~80% memory savings for large bases
Automatic routing: static pieces (walls, floors, foundations) use HISM, interactive (doors, storage, stations) spawn as Actors
Full network replication via Multicast RPCs using deterministic IDs (FName + int32, not component pointers)
Save/Load support for all building instances (compact format: Transform + BuildingID + Health)
Nanite-ready — automatic support when meshes have Nanite enabled
🌲 Foliage Harvesting System (v1.2.0)
Harvest trees, rocks, bushes painted with UE5 Foliage Tool — no Actor conversion needed
Per-instance health tracking with lazy allocation (zero overhead for untouched foliage)
Mesh Mapping: connect any foliage mesh to a ResourceID from your DataTable (multiple variants → same resource)
Auto-discovery of all ISM/HISM/FoliageISM components at BeginPlay
Tool requirement validation (Axe for trees, Pickaxe for rocks, etc.) with bonus drops
Scale-to-zero hiding with configurable respawn timers
Network-safe Multicasts using ResourceID + InstanceIndex for reliable cross-client sync
Save/Load: only damaged/depleted instances stored (minimal save data)
🎒 Inventory System
Configurable inventory size and hotbar slots
Item stacking with customizable max stack sizes
Weight system with encumbrance effects
Full multiplayer replication
Blueprint events for easy UI integration
🔨 Crafting System
Multi-ingredient recipes defined in DataTables
Crafting station requirements (Workbench, Forge, etc.)
Timed crafting with progress events
Recipe unlocking and progression
Automatic ingredient validation
🏠 Building System
Grid-based placement with configurable grid size
Snap points for connecting building pieces
Preview ghost with valid/invalid visualization
Building categories: Foundations, Walls, Roofs, Furniture
Demolish system with partial resource return
❤️ Needs System
Health, Hunger, Thirst, Stamina - fully configurable
Automatic drain and regeneration rates
Threshold effects (damage when starving, speed reduction)
Sprint stamina consumption
Death trigger when health reaches zero
🌅 Day/Night Cycle
Configurable day length (real minutes per game day)
Automatic sun rotation and lighting changes
Events: OnDayStarted, OnNightStarted, OnTimeChanged
Pause, skip, and set time functions
💾 Save System
Complete game state serialization
Saves: inventory, needs, buildings, player position, time
Multiple save slots support
Auto-save with configurable interval
📋 Technical Details
17 C++ Classes, ~5,800 lines of code
100% Blueprint exposed - all functions callable from BP
Full multiplayer replication on all systems
5 DataTable structures for easy configuration
Works with UE 5.6 and 5.7
🎯 Perfect For
Survival games (Rust, Valheim style)
Crafting games
Base building games
Open world RPGs
Sandbox games