This is my largest and most technically involved project to date and is meant to be both a technical challenge and a personal take on rebuilding the kind of game I used to enjoy, it features a suite of custom systems designed to extend or replace Unreal Engine’s native functionality, with a focus on modularity, networking, and scalability.
Neta (Custom Netcode):
A networking layer I wrote to handle everything under an actor. It supports Unreal's replication system when needed. Actor relevancy is still handled by the engine for now, but I plan to take over that too. Most of the systems in this project run on Neta.
Inventory System:
This one is almost a complete game on it's own. It’s not 100% feature complete to match Silkroad’s inventory system, but it’s close. It supports full replication through Neta, and it's built for extensibility.
Dynamic Properties System:
Lets me define and update gameplay properties at runtime using GameplayTags. It's replicated independently through Neta. This system is used by other modules like status effects and inventory.
UserInterface System:
A system to manage UI more cleanly and make my life easier when working with widgets.
Aside from the game itself, I’ve also built a backend system using ASP.NET with Entity Framework. Each major system (Inventory, Properties, StatusEffects, etc.) has its own dedicated API. Backend runs virtual machines using proxmox: one for the database and one for the API services.
Most systems are still early and experimental, especially Neta as networking is extremely unforgiving and time consuming, but they form a solid foundation. The Inventory system is the most complete so far.
Below is a short video demonstration that only shows the inventory actions with save/load