
説明
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Build time-driven worlds without Tick, timer or manager sprawlNeed NPC routines every simulated hour, an economy update each day, or a raid three in-game days from now?
AxomCore gives these systems one structured runtime foundation.
AxomCore is a native C++ framework with Blueprint-friendly Logic Objects, a shared simulation clock and runtime scheduling.
Build your gameplay behaviour in Blueprint while AxomCore handles lifecycle, registration and time orchestration.
Build systems such asNPC schedules and routines
Economies and trade simulation
Faction and settlement updates
Delayed quests and consequences
Weather and seasonal cycles
Calendar-driven world events
Modular Logic Objects
Separate background gameplay systems into focused Blueprint modules instead of collecting everything inside manager Actors or Level Blueprints.
One simulation clock
Drive seconds, minutes, hours, days, weeks, months and years from one shared time system, with runtime pause and time-scale control.
Interval and elapsed-time events
Run recurring behaviour at the frequency each system actually needs, including accurate elapsed-time processing at accelerated simulation speeds.
Scheduled gameplay tasks
Trigger one-off events against simulated time. Identify, query, cancel and route tasks through custom Task IDs.
Automatic registration
After the initial Runtime Config setup, eligible Logic Objects are synchronised and initialised for PIE, Standalone and packaged builds.
Built-in diagnostics
Access active Logic Object counts, processed event totals and current or peak processing times through Blueprint.
Straightforward Blueprint workflowCreate an Axom Runtime Config.
Create a Blueprint child of AxomLogicObject.
Select the time events that the system needs.
Add the gameplay behaviour and press Play.
No manager Actor is required in every level.
No Blueprint subsystem subclass is required.
Blueprint-only projects can use AxomCore without writing additional C++.
Designed for systemic gamesAxomCore is especially suited to systemic RPGs, strategy games, sandboxes, colony and management games, survival games and other projects with substantial background world logic.
Tested at scaleIn the packaged Windows demonstration, 10,000 Blueprint Logic Objects processed approximately 200,000 lightweight event executions per second, with a recorded 15.25 ms peak Axom processing cycle on the development machine.
Performance varies by hardware and workload.
The free demo allows you to inspect the workflow and performance test before purchasing.
Compatibility and scopeUnreal Engine 5.5–5.8
Windows development and target platforms
Native C++ runtime
Blueprint-accessible workflow
AxomCore is intended for background and simulation-driven gameplay.
Continue using Unreal Engine’s native movement, animation, Tick and timer systems for frame-sensitive behaviour.
Official page: https://axomstudios.itch.io/axom-core




