There's a running joke on my Discord server, that the answer to most #UnrealEngine questions is "did you see how Lyra handles this?" because the Lyra project is so completely full of good examples. UI, multiplayer, editor tools it's all there.
https://www.unrealengine.com/marketplace/en-US/product/lyra
Lyra Starter Game in UE Game Samples - UE Marketplace

Lyra Starter Game is a sample gameplay project built alongside UE5 development to serve as an excellent starting point for creating new games. We plan to continue to upgrade it with future releases to demonstrate our latest best practices.

Unreal Engine
@_benui would you have an rpg recommendation in this vein?or is this adaptable?
@cara I would say 90% of it is adaptable to an RPG. Maybe it's a bit thin on examples for managing huge numbers of items and data, but there's a lot of handy stuff there for tooling.
@_benui @cara I would agree almost everything is adaptable. We're building an action rpg right now and Lyra serves as a good example for most combat related things. For our specific case the main points "missing" from Lyra would be item/inventory management and large world authoring/procedural Level loading, but I haven't seen any better samples that have the same complexity as Lyra, only showcases of individual features
@jonasreich @cara would city sample help for the world authoring stuff?
@_benui @cara for sure. It's a decent reference for world partition, Masa AI and rule processor, although many of those features are still more volatile than the ones used in Lyra (e.g. data layers got a major rework in 5.1)
It's basically what I meant by other demos being more engine feature showcases rather than full fleshed game samples
@_benui I find the whole Gameplay Plugins thing that Lyra does deeply confusing.
For the most part the way that Unreal wants projects organized is the way I want to organize them, but the level of compartmentalization of that system is too much.
@DKesserich I think it's based on Fortnite, where there are many different modes that can be enabled and disabled depending on gameplay, event, game mode

@DKesserich @_benui it's definitely harder to get into than previous samples, but I'm glad that we finally have a sample from Epic that shows a more complex architecture than the previous ones, which usually failed to address how to integrate the various engine features at a larger scale.

That being said, you can still build games without modular gameplay and many projects will be simpler and better for it

@_benui Digging through Lyra is always a ton of fun.

I do find myself scratching my head from time to time asking "Why is this complexity warranted?"

Levels of abstraction that the Lyra leads introduce into their solutions is sometimes astronomical!

But then, I dig further and eventually start to see the "why" in all the indirection.

I think more longform docs around Lyra architecture would be wonderful, but of course... one more thing for Epic to maintain 😅

@aaronransley I think it's partly to show how you might do things like that for a much larger AAA-game. For Lyra it's overkill but it's designed to work on something 10x as big (i.e. Fortnite).
@_benui Totally agree! It's the first sample I repeatedly return to, if only to have a sanity check and compare my solution with Epic's approach
@_benui I'll have to peep this project, been hearing about it quite a bit recently
@_benui Had a terrible time trying to get it to run well on my 2020 Macbook Pro M1. Almost done with the non-#UnrealEngine, non-game projects I've been buried in for months. Going to try#Lyra again first thing back.
@calicoday how is unreal in general on mac laptops?
@_benui My older intel ones are def not up to it. But I found UE4 lovely on my M1. No doubt it depends on what you're doing. I mostly use stuff equivalent to the mannequin/demo packs or lower poly, like Synty, etc. I'd LOVE to play with all the new lighting/shaders, etc but I assume that'll need newer hardware. We'll see if I can adjust settings and get Lyra going after all....