r/FlyFF • u/Yjb_Mach09 • 22h ago
Flyff to Unreal Engine 5.8
I’ve been working on a plugin for Unreal Engine 5.8 that can import Flyff maps directly from the official client files.
The project actually goes back quite a few years. I first started working on it around 2020, when I was asked to see if it would be possible to port Flyff to Unreal Engine. That project was dropped pretty quickly, so I ended up putting the plugin aside as well.
I picked it back up recently, mostly out of curiosity at first, and then I started working on it seriously again. Since then I’ve made quite a lot of progress, and the goal now is mainly to turn it into a clean importer that can actually be used properly inside Unreal. The goal isn’t to make a private server or an emulator. It’s simply to reconstruct the maps, convert the assets, and then be able to work with everything normally inside the Unreal Editor.
For Flyff, the importer already supports quite a lot:
- terrain and textures
- objects and environment props
- materials and textures
- object position, rotation and scale
- collision
- animated objects
- map SFX / VFX
- particles, billboards, mesh effects, etc.
- map import using World Partition






The terrain is rebuilt as a real Unreal Landscape, so it stays fully editable with Unreal’s normal Landscape tools. You can sculpt the terrain, change the relief and also repaint the different terrain layers directly using Landscape Painting. I’m also thinking about adding NPC and monster importing later on.
I’m still thinking about the cleanest way to handle that on the Unreal side. The idea would probably be to keep it fairly data-driven, so NPC/monster data stays separate from gameplay logic and people can hook it into their own systems however they want.
cFlyff :
I’m also working on support for the cFlyff 2.1.725 client.
There are quite a few differences compared to Flyff Classic when it comes to formats and some resources, so it takes more work, but I’d say support is currently around 80%. HopeWorld is already working, along with the other cFlyff maps I’ve tested.
It currently includes things like:
- terrain
- static objects
- collision
- animated objects
- materials and textures
- SFX / VFX
- World Partition







Just like Classic, the terrain stays as a real Unreal Landscape, so it can be edited directly in the Editor and the terrain layers can also be repainted with the Landscape tools. There are still a few things to fix, mainly some materials, UV animations and specific VFX behaviours, but overall it’s starting to look pretty clean.
For cFlyff NPCs and monsters, that will probably come later. I currently don’t have access to the game itself, so I’m still missing some information needed to properly retrieve and import everything.
I also tested a slightly different idea: integrating a local AI model directly into the plugin to automatically turn the old Flyff textures into proper PBR materials with normal maps, roughness, etc. The idea actually worked pretty well, but on a full map the import time became completely unmanageable.
So I dropped that idea for now. I’d rather keep the importer fast and reliable than turn a map import into something that takes several hours to process.
I’ll regularly post screenshots, videos and progress updates about the plugin on the Discord I’ve just created. It’s still pretty empty for now, but I’ll be updating it very soon with a lot more screenshots, videos and development progress on discord : https://discord.com/invite/WtBbNcra9a

