Are there any efforts to integrate RPG specific tools and features to UE4?

Are there any efforts to integrate RPG specific tools and features to UE4?
(e.g. a proper dialog system, …)
I´m trying hard to convince my company that the time has come to change our game engine.
So far I convinced nearly everybody. The last counterargument ist that our RPG specific tools for storytelling, quest design, dialogs, save games, skill and item management wouldn´t work.
It would take at least a 1000 years to reimplement them.

Please help me to vapourize the last doubts …

Well, with Blueprints and sure with C++ too you can expose text to screen and with HUD make dialog supports. And for RPG stuff like level/experience, health, etc. you can use variables as in any other engine and use references to make the actors that need to know them to play different effects to actually know them (you have an example of health bar in Content Examples, which is available if you are subscribed).

If your game has been made with another engine until now and is in a pretty advanced stage of development you should consider if moving to UE4 is worth; if you already have a working, pretty good-looking pre-alpha you might want to finish that in your engine and maybe don’t move to UE4 at least until developing the next title.

Hi Albert, thanks a lot for your answer. My company just finished one title and we are now at the beginning of the preproduction of our next game. I wouldn´t propose an engine switch in the middle of a 3 years production.
I convinced 11 people to spend 19,- $ and develope a little prototype in 2 weeks and within two days we already made great progress … including one new core feature.
… Since we can concentrate on content and gameplay and not on workarounds and problem solving.

I will have a look at the content example you wrote about.

Thanks again

Nice, if you’re in preproduction it seems a good idea to try out UE4 to see if it’s really suited for you project and workflows. Check out Source Control, with Perforce or GitHub for example, so you can interconnect and backup what different members of the team do in the engine.