ON FAB NOW
1.1.0LiveReleased 13 October 2026. This is the version Fab and the Epic Games Launcher install today.
What it broughtLIVING LIVESTOCK SYSTEM / VERSIONS
Which version of Living Livestock System Fab installs today, what every version brought and what we are working on next.
LAST UPDATED
ON FAB NOW
1.1.0LiveReleased 13 October 2026. This is the version Fab and the Epic Games Launcher install today.
What it broughtNEXT UPDATE
—No update is waiting right now. What we are working on is in the roadmap below.
The roadmapYOUR COPY
Which version do I have?Open your project, Edit > Plugins and search for Living Livestock System: the version is under its name. When a new version is live, the Epic Games Launcher offers it in your Fab library: install it to your engine again and reopen the project.
WHAT EACH VERSION BROUGHT
The highlights of every version, newest first.
Animals near the player now eat and drink at their feeders and troughs, and health depends on how the pen is kept. Wild herds, taming and herding dogs are added, and saves from 1.0.0 still load.
Animals near the player walk to their pen's feeders and troughs and eat and drink there a bite at a time, so the pieces empty as they are used. Feed heaps and water surfaces move smoothly to their new level, heaps shrink as they empty, and an optional sound plays when someone fills a piece. Far from the player, animals still eat and drink from the pen's stock automatically. If an animal cannot reach a feeder, it still eats from the pen's stock once it gets very hungry, so it does not starve while there is feed.
Crowding, a missing roof for species that want one, and sickness now hurt health. Happy animals heal faster. Animal Info lists what is wrong right now (hungry, thirsty, crowded, no shelter, cold, dirty pen, sick and more) and shows whether health is going up or down.
A Wild Range turns a forest or open land into a habitat with no fences. Wild herds there live off the land, breed while there is room and stay inside their range, and a range can keep itself stocked. Each species gets wild habits: active by day, by night or at dusk, how close it lets people come (walking slowly gets you closer), group sizes, and charges (for example only from the males).
Offer a tameable wild animal one of its taming foods to win its trust. At full trust it is tamed and follows you, so you can lead it into a pen, where it joins the farm. Events tell your game when an animal is tamed or when one charges. Your game decides what a charge does, because the plugin does no damage itself.
Start a herding job with a dog, a flock and a goal: a pen with a gate (your game opens it; the showcase's dog opens and closes them), or a place where the dog holds the flock. The dog gathers the strays and drives the flock in from behind, following a published shepherding model. If nobody is near to see it, the job finishes automatically, and an event fires when it is done. A job that makes no headway for a while (a closed gate, a fence in the way) is let go (Herding Stall Seconds).
Each animal has its own character: timid ones flee earlier and bold ones roam wider. Young animals stay close to their mother, and one frightened animal alarms the herd mates near it. Farm animals come when called, take shelter under their roof from rain, cold and heat, and nap during the day. Swimmers spend part of their time in the water. Sick animals walk more slowly.
Each animal can get one of its species' coat colours plus a shade of its own. Both reach its material close up and on its far-away instance, so a single material that reads them gives a varied herd. The young can wear a material of their own.
Tame Animal (instant taming, for a quest reward), Add Wild Animal from code, and Stop Herding (animals let go in a pen join it). In the showcase, C calls the animals, Ctrl sneaks and E offers food to a wild animal; the animal card shows problems, the health trend and trust.
17 stylized animals plus the farmer (24 meshes with the males), 5 stylized fish whose tails sway, and 76 cartoon farm props: 5 fence styles, 12 feeders and drinkers with their own surfaces, sheds, a stable, a cattle shed, a sty, a coop, a hutch, a kennel, sacks and tools. One master material each, and the buildings have LOD1.
Ready-to-use meshes and data for the duck, the sheepdog and the wild boar, fox, red deer, fallow deer, bear and bison, and tameable wild horses.
A wild forest, a sheepdog with its flock, wild horses to tame and a duck pond, all playable: the showcase now has fifteen stations.
One asset sets the colours, font, text scale and panel rounding of the example interface. Pens, water zones and inventory items get display names that can be translated.
Mesh offset and yaw settings for meshes with another pivot or facing, with root motion ignored. Thread-safe body values (speed, activity, in water, life stage) and a stage-changed event for your own Anim Blueprint. New Blueprint checks for an animal's flags and problems and for herding jobs, tooltips on the whole API, and herding jobs that stall are released.
Also in this version: bug fixes and performance improvements.
A livestock and fish-farming simulation for any species. The whole farm keeps living across an open world, and it comes with a full Blueprint API and playable example content.
Animals have needs (food with grass first, water, rest, shelter, comfort temperatures), health and happiness. They grow up and grow old, breed only in good conditions when there is room, and give eggs, milk, wool and manure. Each animal is a small record, and 10,000 animals update in about a millisecond. Skipping a day gives the same farm as living through it.
A pen can be a volume, a spline or any actor of your own. Farm pieces include feeders with the feeds they accept, troughs, endless water, roofs, nests and gates. Feeders and troughs show their fill level on the meshes, and stables get dirty and need straw. Animals escape through open gates and go wild after a few days. Threats and feared actors frighten the herd.
Near the player, pooled bodies are driven by StateTree, EQS and crowd avoidance, with fallbacks and watchdogs on every query and move so they do not get stuck. Each species has its own habits and sound set, and no animation blueprint is needed. Farther away, thousands of animals are drawn as instanced meshes.
Farm fish in ponds and tanks, or find them in wild rivers and lakes. Fish grow, spawn, depend on water quality and face predators. You can fish with bait (the hour and your skill matter) and use traps and nets. Water zones fit any water and measure its real shape and depth.
Your workers can find, claim and do the farm's jobs: feeding, watering, mucking out, spreading straw and collecting products. When nobody is watching, the work is done on paper. Animals can be led home and let go in any pen.
Every farm lives from the start under World Partition, with pens, pieces and waters always loaded. Saves are compressed and checksummed and support slots, background saving and autosave. Your game's clock and weather plug in through one class, your inventory through one interface, your save system through one block of bytes, and your building system through one interface and one component.
Includes nine stylized example animals and a farmer, five fish species, farm props, and a playable showcase with eleven stations. Create a species with a right click on a skeletal mesh, and keep the numbers for every species in one Data Table that you can edit as CSV. All content sits in the plugin's own folder. Editor tools: Export to Livestock Data Table, species data validation, Measure Water and Fit To Water Actor on water zones.
ROADMAP
Planned work, not a promise: the order may change and there are no dates. Every update goes through Fab's review before it reaches you.
A real wolf for the example content and a predator StateTree: wolves roam at dusk, circle a pen and take what they can reach through an open gate. Herding and guard dogs drive them off. The farm's threat, fear and Take From events tell your game what happened, so losses can be part of the story.
Two more example species with their own stations. Goats give milk and kids and are the first to find an open gate; turkeys roost high and lay in season. Both are plain data assets you can copy for your own animals.
Coat colours and character pass down with a little variation, so a herd you breed with care starts to look and behave like your own line. The animal card shows it, saves keep it, and Blueprint can read it.
Treat a sick animal with an item you choose in the species data, keep it apart in a sick pen while it recovers, and follow the recovery on the card. Events let your game's own vet, quest or tutorial react.
A schedule asset for your farmhands and villagers: feeding in the morning, milking, mucking out, gate checks at night. It runs through the Work API, so the work is done on paper when nobody is watching.
Horses and oxen that pull carts and ploughs, donkeys that carry loads, with stamina drawn from the needs the farm already simulates.
Ask for an animal, a farm piece or a feature on our Discord: the most requested ones join this list.
YOUR IDEAS
Tell us what your game needs: requests from developers shape what comes next. Found a bug? Join our Discord, open #bug-report and post with the Living Livestock tag; questions go to #support (in English).