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Survival Game Framework �์ œํ’ˆ ๋“ฑ๋ก์„ ์œ„ํ•œ ๋ฏธ๋””์–ด 1๊ฐœ
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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!

๐Ÿ“– Documentation and HOW TO | ๐Ÿ’ฌ Discord Support |

๐Ÿ—๏ธ Hybrid Building System (v1.1.0)

  • HISM-based placement for static buildings โ€” 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 โ€” automatic support when meshes have Nanite enabled

๐ŸŒฒ Foliage Harvesting System (v1.2.0)

  • Harvest trees, rocks, bushes painted with UE5 Foliage Tool โ€” 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 โ†’ 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)

๐ŸŽ’ 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

๐Ÿ”จ 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

๐Ÿ  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

โค๏ธ 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

๐ŸŒ… 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

๐Ÿ’พ Save System

  • Complete game state serialization

  • Saves: inventory, needs, buildings, player position, time

  • Multiple save slots support

  • Auto-save with configurable interval

๐Ÿ“‹ 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

๐ŸŽฏ Perfect For

  • Survival games (Rust, Valheim style)

  • Crafting games

  • Base building games

  • Open world RPGs

  • Sandbox games

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