Elys Music Engine
Advanced layer-based music system with Quartz beat synchronization, GameplayTags integration, MetaSound control, and built-in multiplayer replication. Perfect for dynamic, adaptive game music.
High-quality, production-ready plugins for perception systems, AI integration, and more.
Modular, extensible, and production-ready
Advanced layer-based music system with Quartz beat synchronization, GameplayTags integration, MetaSound control, and built-in multiplayer replication. Perfect for dynamic, adaptive game music.
License tracking and dependency analysis for Unreal Engine. Assign marketplace sources to assets, track license coverage, analyze dependencies, and export reports. Full Content Browser integration.
Multi-channel perception system for targeting and interaction. Extensible, event-driven architecture with customizable samplers, filters, and scorers. Full Blueprint & C++ support.
Offline speech-to-text with Whisper.cpp. 100% local, multilingual, multiplayer-safe. Emits text that chains straight into Elys Mind and Elys Speak. Standalone โ no dependencies.
Local LLM inference with llama.cpp. Run any GGUF model offline for NPC dialogue and assistants. Drops between Elys Listen and Elys Speak for a full offline voice assistant. Standalone.
Offline text-to-speech with Sherpa-ONNX (Kokoro / Piper / Matcha), with phoneme timing for lipsync. Work in progress. Accepts text from Elys Listen or Elys Mind for end-to-end offline voice.
Modular game feel & response system for Unreal Engine 5. Data-driven Response Assets compose 30 built-in handlers โ camera shake, particles, time dilation, rumble, and more โ with Dramatic Intensity for escalating impact across combos.
Persistent player identity system with PIN-based authentication, HMAC-SHA256 session tokens, external platform linking (Steam, Epic, Discord), and dual persistence backends (JSON/SQLite). No external backend required.
Full-featured roleplay chat system with multi-channel communication, fictional languages with proficiency-based corruption, slash commands, 3D speech bubbles, inline emotes, and social graph management (friends, guilds, groups).
Data-driven quest system with GameplayTag event bus, abstract quest types, toast notifications, quest tracker HUD, and full quest journal UI. Three independently usable layers: Event Bus, Quest Core, and UI.
Clean separation of concerns. Use only what you need, extend what you want.
Full Blueprint support with events, async nodes, and clear APIs.
Optimized C++ core with efficient data structures and minimal overhead.
Designed with networking in mind. Client-side processing, smart replication.
Detailed documentation with examples, guides, and API references.
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