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Plugins Overview

FrostWeb provides 11 Unreal Engine 5 plugins, each targeting a specific game system. All plugins are designed to work independently or together as part of a larger game framework.


Plugin Catalog

Plugin Version Description Dependencies
FWAISystem 1.0 MMO-style NPC behavior: threat tables, leashing, patrol, spawning, instance scaling FWFactionSystem; optionally FWGASSystem
FWChatSystem 1.0 Socket.IO chat with channels, party/guild chat, whisper, and presence SocketIOClient
FWCustomizationSystem 1.0 Character customization: race/gender, skin tones, hair, tattoos, DMI materials None
FWDialogueSystem 1.0 Data-driven dialogue trees with conditions, actions, and NPC conversations None
FWFactionSystem 1.0 Dynamic faction reputation with AI integration and configurable persistence None
FWGASSystem 1.0 Integrated Gameplay Ability System framework with combos, queuing, and modular gameplay GameplayAbilities, ModularGameplay, GameFeatures, EnhancedInput
FWGuildSystem 1.0 Full guild management: ranks, permissions, invitations, HTTP API integration Optionally FWChatSystem
FWInventorySystem 1.0 Inventory, equipment, crafting, vendors with RNG affixes and augmentation GameplayAbilities; optionally FWSkillSystem
FWPartySystem 2.0 Beacon-based party system with invitations, join codes, and level transfer persistence OnlineSubsystem, SocketIOClient
FWQuestSystem 3.0 Modular quest system: tasks, conditions, rewards, party support, daily/weekly resets GameplayAbilities
FWSkillSystem 1.0 Skill progression system: 15 skills, XP curves, milestones, skill-gated content GameplayAbilities

Modular Architecture

Every FrostWeb plugin follows the same architectural principles:

  • Self-contained modules. Each plugin ships as a standalone Unreal plugin with its own .uplugin descriptor, source modules, and content. You install only what you need.

  • No forced coupling. Plugins that reference other plugins do so through optional interfaces or soft dependencies. Disabling a plugin that another plugin optionally integrates with will not cause compile failures -- the integration code is gated by module availability checks.

  • Consistent API surface. All plugins expose their functionality through UActorComponent subclasses, UPrimaryDataAsset data definitions, and BlueprintAssignable delegates. If you know how to use one FrostWeb plugin, you know the patterns for all of them.

  • Shared replication strategy. Network replication across all plugins uses FFastArraySerializer for efficient array property sync, server-authoritative RPCs for mutations, and client RPCs for cosmetic feedback. No plugin relies on Unreal's automatic property replication for gameplay-critical state.

For a deeper look at these patterns, see the Architecture Overview.