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Universal Factory Tycoon Framework gives you a reusable foundation for building first-person or third-person factory, automation, logistics, and tycoon games in Unreal Engine.



Start with gameplay systems designed to work together: data-driven items and recipes, inventories, equipment and fueled tools, manual resource collection, machines, production, construction, dismantling, power, fluids, logistics, progression, maps, saving, and multiplayer.



Build your factory loop

- Create items, recipes, buildables, tools, fuels, resources, quests, projects, maps, and Codex entries with data assets.

- Configure crafting benches, miners, production machines, storage, generators, batteries, poles, cables, conveyor belts, lifts, junctions, fluid pipes, pumps, valves, junctions, and tanks.

- Use component bindings and tags to connect your own static meshes, skeletal meshes, collision, ports, inventories, moving parts, sounds, effects, and Blueprint logic.

- Support placement previews, snapping, terrain-aware conveyors, pipes and railways, configurable supports, construction costs, dismantling, refunds, and placement feedback.



Automate transportation

- Move cargo with conveyor networks, splitters, mergers, lifts, machine buffers, and backpressure-aware transfers.

- Build fluid networks with typed fluids, storage, pumps, head lift, valves, junctions, and flow visualization.

- Create power networks with generation, consumption, batteries, fuel, brownouts, poles, and multi-connection cables.

- Operate logistics trucks using NavMesh or recorded routes, stations, timetables, cargo transfer, fuel, manual driving, and autopilot.

- Build rail networks with tracks, locomotives, freight cars, train stations, freight platforms, signals, timetables, bidirectional travel, and cargo service.

- Configure drone ports, drones, fuel, cargo containers, docking queues, recovery behavior, and automated flights.



Create a complete player experience

- Inventory, drag-and-drop, stacking, quickbar, equipment, tool fuel, interaction prompts, pickup feedback, player vitals, scanning, compass, minimap, and world map.

- Data-driven quests with multiple objective types, sequential progression, tracking UI, and multiplayer-authoritative progress.

- Multi-stage construction projects for milestones such as rockets, monuments, or any buyer-authored staged objective.

- Searchable Codex entries with categories, rich text, linked items/buildables, screenshots, and full-screen image viewing.

- Configurable game rules, including normal, no-power, no-item-cost, and creative-style combinations.

- Native menus are included, while Blueprint APIs and example custom Widget Blueprints show how to replace the presentation with your own UI.

Built for real projects



The framework includes replicated gameplay paths, LAN/listen and direct-IP connectivity, headless/dedicated-server-safe runtime behavior, join-in-progress handling, authority validation, world and per-player persistence, autosaves, and save migration support. Full C++ source is included and the public systems are exposed through Blueprint-callable APIs, events, components, interfaces, and data assets.



The plugin ships with two demonstration maps (a main menu and a playable factory), 650 .uasset files, 69 Blueprint-family assets and 78 framework Data Assets. The Blueprint-family total includes 51 standard Blueprints, 13 Widget Blueprints, 2 Animation Blueprints and 3 Control Rig Blueprints. Inspect the example configurations and replace their visuals, balance and rules with your own content.



Two UI workflows

Use the ready-made native C++/UMG interface, or inspect the editable examples under Core/UI/UFT_Custom to build your own Designer hierarchy and Blueprint graphs. The examples expose the presentation workflow while keeping shared gameplay, persistence and authority checks in the framework backend.



Compatibility and requirements

Supports Unreal Engine 5.7 and 5.8. Windows is the editor/development platform; the Runtime module targets Win64 and Linux. Linux support covers headless server runtime, not Linux Editor or a rendered Linux client. Dedicated-server-safe code and a headless listen-server package are not the same as a separately built Unreal Server target; exported server executables require project packaging.



Vehicle NavMesh navigation requires built navigation data with agent dimensions suited to your vehicles. LAN discovery uses OnlineSubsystemNull; internet matchmaking requires your own configured online provider.



Required Built-In Engine Plugins: Niagara, ACL Plugin, Control Rig, Interchange Assets, Enhanced Input, Procedural Mesh Component, Online Subsystem, and Online Subsystem Null. These dependencies are declared in the .uplugin.



No external user-made plugin dependencies are required. This is an extensible gameplay framework and demo content, not a finished game or a managed server-hosting service.

Universal Factory Tycoon - Multiplayer Ready

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