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The Unreal Engine is extremely powerful and offers a ton of features, but it is also quite bloated and requires a massive amount of setup just to recreate a classic game like Archlord.
I haven't really abandoned the project in Unreal—the project files are still sitting there. However, my experience with Unreal Engine 5 hasn't been great when it comes to making steady progress and rebuilding the game to feel like the original. I'll definitely keep an eye on Unreal Engine 6 and the new Verse language to see what becomes possible in the future, but waiting for all of that will take way too long.
That's why I chose an engine where I can write my own scripts quickly and directly, much like how the original client was built back in 2017, which makes everything far easier to understand and trace.
Even in your videos, I still notice a few flaws that drove me crazy in Unreal—like the terrain ground textures or monsters airwalking. Every engine has its quirks, and you constantly have to adapt. The original RenderWare Engine accomplished what it needed to back then, even if it obviously no longer meets today's standards.
On top of that, stress tests with over 300 players in a single location are no easy task in Unreal Engine if you want to keep FPS stable during castle sieges and the final Archlord battle.
Am I completely satisfied with my current engine? No, of course not. But the progress so far is much better, and it brings me a lot closer to the original game than Unreal Engine did.
The gap that makes the monsters air walking is because the old renderware engine used a center point on every monster to position them. You have to change this to a ground position.
If you need pointers just ask. Unreal is extremely powerful and normally tomorrow / next day I will be implementing all the 90+ skills effects and vfx.
So if you need, just ask me.
You helped quite much with your GitHub that summarized the reverse engineering.
Gemini can help with mathematical calculations for the placement.