Implementing
How to implement RPG AIO into your own Character Blueprint
Add Interfaces to Character Blueprint
Now open your Character Blueprint (ThirdPersonCharacter in this case) and add the BPC_RPGSystem to your Character, for AI use BPC_RPGSystemAI. (I changed the Collision Object Type to PhysicsBody on my SkeletalMesh)
Go to the Class Settings
and implement the BPI_RPGSystem and BPI_RPGAnimation Interface into your CharacterBP.
Add both interfaces
Connect Interface Functions
Let’s start with the most important ones: GetMovementSpeed, GetRPGSystem(Use GetRPGSystemAI if you want to implement it into an AI), GetMeshRadius, and SetMovementSpeed.

Set up Animation Handling
For the Animation Handling, you also need to set up the GetAnimationState function.
Open your Animation Blueprint and add the BPI_RPGAnimation Interface. Add the StopSkillAnimation and PlaySkillAnimation Events.
Open the BP_ThirdPersonCharacter or BP_CharacterDemo and copy the following events into your Character Blueprint:
(Optional) If you want to use the Visual Equipment mechanic you also need to set up the VisualEquipmentAddSkeletalMesh, VisualEquipmentAddStaticMesh, VisualEquipmentDestroyComponent, VisualEquipmentDestroyComponents, and GetPlayerSkeletalMesh.
Add the BP_HUD_RPG as the HUD Class in your GameMode.
Now go back to your Character Blueprint and add the InitRPGSystem and the InitHUD to BeginPlay. Also, add a Dispatcher for OnDeath to handle your ragdoll and the respawn.
BE SURE YOU USE BP_Gameinstance_RPG AS YOU GAMEINSTANCE AND YOUR GAMEMODE NEEDS TO BE A CHILD OF BP_Gamemode_RPG_Base.
Done! Now you have full access to the framework, enjoy it, and thank you for buying! (If you have any questions or need help implementing it into your project, don't hesitate to join our Discord)
Last updated