Skip to content

Changelog

Update.

  • Unreal Engine 5.0 to 5.8 (was 5.6 to 5.8). On 5.0 to 5.2, Owner Only of the built-in inventory comes from the class default (see Multiplayer).
  • Crafting menu: keyboard and gamepad (configurable Keys, Handle Menu Key, key hints with key caps that follow the device), search (typing in it does not reach your game), category tabs, locked recipes with unlock hints (Hide, Show, Show As Unknown), a salvage mode, a track button, and every text as a property. New widget base classes: category tab, key hint, tracker and tracked recipe.
  • The example menu has a new layout with all of this, and the example HUD shows the tracker.
  • Recipe tracking: Track Recipe and a HUD tracker that shows what is missing; tracked recipes replicate to the owner and are saved.
  • Lucky crafts: Bonus Chance and Bonus Outputs on recipes, Crafting Luck on crafters (Luck Attribute in the GAS module), On Bonus Outputs.
  • Salvage: Salvageable, Salvage Refund, Salvage Outputs and Salvage Time on recipes; Request Salvage, Check Salvage, On Salvaged.
  • Stations: Use Crafter Speed, Get Station Speed, and the new Craftwright Station GAS with a speed attribute; the GAS components show as “Craftwright Crafter GAS” and “Craftwright Station GAS” (in the Add Component list too).
  • Checks: salvage that gives back more than crafting used, salvage that gives nothing, bonus outputs, unlock hints; the duplication check counts salvage and lucky crafts.
  • CSV and JSON: the new recipe fields; a - empties optional lists; JSON imports set numbers only when the file has them.
  • The example player and character also work with a gamepad, and the example HUD has the tracker.
  • Fix: an instant craft’s “Made …” message stayed on screen (it was cleared right away when crafting on the server).
  • New Craftwright Player Inventory component: the built-in inventory with Owner Only on, for players.
  • The example textures no longer keep the import path of the machine they were made on (their Source File and import data are empty).
  • Panel: new look; category column, lucky / salvage / locked marks, tiles and filters; sortable columns; an item card with lucky crafts and salvage; a narrow layout when docked; the import review shows every recipe of the file and can change the folder for new recipes. The publisher name is shown once, in the footer, whose links go to the website, contact and documentation.
  • License wording follows Fab’s Personal and Professional license definitions.

Update, 2026-10-17.

  • Editor build: the import window and the editor panel no longer have helper functions with the same name, so the editor module also compiles cleanly when Unreal merges source files into one unit (unity builds).
  • Fab link: the Fab link in the plugin’s details (Edit > Plugins) opens the live listing.
  • README corrected to match the plugin: when recipes are discovered, what Get Items and Get Item Count are used for, how CSV and JSON imports find and update recipes, the commandlet’s exit codes, which events fire on clients, that the GAS Speed Attribute applies to hand crafting, where the panel is in the Tools menu, and the example map’s controls. These pages already described them this way.

Initial public release, 2026-10-13.

  • Inventory interface: crafting talks to inventories through five functions (Get Item Count, Get Items, Remove Items, Add Items, Get Room For). Items map to other inventories through External Class, External Asset or External Id, with Find Item For External for the way back.
  • Built-in inventory component: stacks per item, slots, starting items, owner-only replication, sharing with nearby crafting, save data.
  • Lyra adapter template in Docs/Adapters/Lyra, written against the Lyra 5.6 inventory API.
  • Items, recipes and recipe books as data assets: specific and tag ingredients, tools, several outputs with chances, failure chance and failure refund, cancel refund, max batch, craft time, station types, category, conditions and effects. Recipe books can include other books.
  • Crafter component with Check Craft, Request Craft, Request Cancel and Request Collect Tray, readable failure reasons, ingredients from the crafter’s inventories, extra sources and shared containers within Nearby Container Radius.
  • Queues: batches, one job after another, Max Jobs, crafting speed, cancel with refunds, output tray, instant recipes without a queue.
  • Station component: station tag, speed, interaction range checked on the server, its own queue, Output Mode (To Crafter, To Station Tray), Linked Actors, Pull Radius, Fuel Items burnt from the station’s inventories while it works, and an Is Powered hook.
  • Unlocks: Always Known, Learned (with limited uses for one-shot blueprints) and Discovered recipes, the Learn Recipes effect and the Crafter Has Tags condition.
  • Multiplayer: server-authoritative requests, fast-array replication of jobs and inventories, owner-only crafter data, smooth progress on clients from the server time. Tested with a dedicated server and a client.
  • Save games: export and import structs for crafters, stations and the built-in inventory, with offline catch-up and Max Offline Seconds.
  • GAS module (optional): Ability System Has Tags, Attribute Requirement and Attribute Cost conditions, Apply Gameplay Effect and Send Gameplay Event effects, and the Craftwright Crafter (GAS) component.
  • UI base classes for a crafting menu, recipe entries, ingredient and output lines and queued jobs, with the example Widget Blueprints WBP_CraftingMenu, WBP_CraftingRecipeEntry, WBP_CraftingStack and WBP_CraftingJob.
  • Editor panel (Tools > ta Craftwright) with Recipes, Items and Findings pages, details, Edit in bulk in the Property Matrix, and Content Browser entries (Check Recipes, Show in ta Craftwright).
  • 16 checks: Duplication, NoOutputs, EmptyOutput, EmptyIngredient, CannotDiscover, UnknownTag, NeverProduced, FreeRecipe, AlwaysFails, NotInBook, EmptyRule, EmptyBook, EmptyBookSlot, Loop, NotTaught and NoIcon, including duplication-loop detection across recipe chains.
  • Data Validation integration: findings appear in Validate Assets, validate on save and changelist validation; errors fail validation.
  • Import of recipe tables from CSV and JSON with a review window and a dry run; export as HTML (filterable, light and dark), JSON and CSV.
  • TACraftwright commandlet for CI with -Paths, -Report, -Formats, -NoReport, -FailOn, -Import, -DryRun and -NewFolder, and exit codes 0, 1 and 2.
  • Python and Blueprint API through TACraftwrightEditorSubsystem: scan, export, import and panel control.
  • Example map L_CraftwrightExample with a workbench, a forge and a campfire, a shared ore chest, resource nodes, 16 items and 10 recipes.
  • Supports Unreal Engine 5.6, 5.7 and 5.8. Runtime modules for Win64, Mac, Linux, Android and iOS; editor tools for the Win64, Mac and Linux editor. Personal license $9.99, Professional license $29.99 on Fab.