Vestro.
Vestro · Unreal Engine 5.8 · plugin suite

VT Suite

Modular gameplay plugins for Unreal Engine 5.8, rebuilt from a decade of shipped production systems. Each one stands alone, buying one never means installing another, and they arrive one at a time rather than as a bundle nobody finished.

Every one of these existed first as something shipped inside a real project: a region system, a save system, an interaction system, an inventory, a quest graph. The suite is those systems rebuilt clean, as plugins that stand on their own, with the tests and the documentation the originals never had time for.

01 — The suite
  1. PLG—01 · v1.0 · UE 5.8 Available now
    VT Atlas region volumes drawn as nested coloured wireframes over a stone keep in the Unreal editor, each boundary labelled.
    Region layout seen from above, volumes outlined over the level.
    Gameplay tag hierarchy diagram: one tag path resolving to four nested regions.

    VT Atlas

    Regions and zones, built on gameplay tags.

    Place a volume, give it a gameplay tag, and ask three questions with one honest answer each: is this actor in that region, which single region is it in, and who is inside it. Regions nest because your tags nest, so one volume tagged Castle.Keep.Hall.Vault puts an actor in all four at once.

    • Box, sphere, capsule and spline volumes, spline baked to exact geometry at save
    • Per-player discovery, server-authoritative, replicated to its owner only
    • Region features: behaviour attached to a place rather than to an actor
    • Every exit pairs with an enter, including death, disconnect and level change
    • 326 automated tests, a gameplay debugger category, measured performance
    C++20Gameplay TagsReplicationIris ChaosBlueprint APIEditor tooling
    Read the documentation ↗ Buy on Fab · at launch
  2. PLG—02 Name at ship DataNot out yet

    Async world persistence: GUID identity, versioned schema migrations, worker-thread writes, and per-cell save and restore under World Partition.

  3. PLG—03 Name at ship GameplayNot out yet

    Slot-based interaction with a claim and occupancy model, data-driven requirement rules with per-rule failure text, and doors, windows and vents as first-class interactables.

  4. PLG—04 Name at ship GameplayNot out yet

    A replicated objective journal and a tag-keyed world event bus, authored as data assets that validate themselves in the editor.

  5. PLG—05 Name at ship DataNot out yet

    Spatial inventory: rotation and occupancy masks, prioritised replication, crafting queues, stations and vendors, without assuming your item model.

// Named when they ship, and not before. Each already earned its place in a shipped project.
02 — How these are built
01

Tested, not asserted

Every claim in the documentation has a test behind it, and every test is checked by breaking the code on purpose to confirm it fails. A test nobody has seen fail proves nothing.

02

Measured, not estimated

Performance numbers come from captures with the method written beside them, including the cases where the obvious optimisation turned out to be slower.

03

No shared dependency

Each plugin stands alone. Buying one never means installing another, and the code they have in common is folded into each at build time rather than shipped as a runtime.

03 — Working together

Need something
the suite does not cover?

Every plugin here began as something a real project needed, built to a deadline and rebuilt properly afterwards. If that is the shape of your problem - a system the team keeps rewriting, or one nobody wants to own - it is the work I take on.

Fran Grgec Unreal Engine consultancy Osijek, Croatia · remote · CET Reply within one business day