
์ค๋ช
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!
๐ Documentation and HOW TO | ๐ฌ Discord Support |
๐๏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
๐ฒ 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)
๐ 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
๐จ 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
๐ 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
โค๏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
๐ 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
๐พ Save System
Complete game state serialization
Saves: inventory, needs, buildings, player position, time
Multiple save slots support
Auto-save with configurable interval
๐ 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
๐ฏ Perfect For
Survival games (Rust, Valheim style)
Crafting games
Base building games
Open world RPGs
Sandbox games