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
.uplugindescriptor, 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
UActorComponentsubclasses,UPrimaryDataAssetdata definitions, andBlueprintAssignabledelegates. 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
FFastArraySerializerfor 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.