Unreal MMO Development with Yaz

UE5 MMO Devlog 87 – Aarkun project – Faming weapon imbue

MMO Devlog 87: Introducing weapon imbues

In this update, I’ve been working on introducing a new system for weapon imbues. This is one of several features developed over the past month, and it lays the groundwork for adding more combat depth going forward.

The first imbue currently implemented is Flaming Weapons, but the system is designed to be scalable, so adding more variants like frost or lightning will be straightforward.


Overview of the Imbue System

Rather than treating imbues as one-off effects, I’ve built a more structured system with three layers:

This separation allows each imbue type to be more flexible and reusable across different elements and playstyles.


Flaming Weapons: How It Works

The Flaming Weapons imbue applies two effects:

  1. Primary Effect
    Adds additional fire damage to each hit.
  2. Secondary Effect
    Applies a burn status to the target, dealing damage over time.

Without the imbue active, attacks deal normal physical damage. Once activated:

The effect is also fully replicated, so it appears consistently across clients in multiplayer.


Server-Driven Logic

All gameplay logic for imbues is handled on the Java server, which keeps the client lightweight and easier to maintain.

The Flaming Weapons definition includes:

Because this is largely config-driven, balancing and iteration are much easier:


Extending to Other Imbues

The system is designed so new imbues can follow the same pattern:

This makes it easy to expand the system without introducing new architecture each time.


Client Implementation (Unreal Engine)

On the client side, the implementation is intentionally minimal:

All heavy logic (damage, status application, scaling) remains on the server.


Current State


What’s Next

Next steps include:

This system should make it much easier to introduce new combat variations without significant rework.

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