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Multimedia 1 para anuncio Gameplay Starter Kit - Modular GAS, Inventory, Interaction & Save Framework
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Descripción

Gameplay Starter Kit gives your project every foundational system a modern game needs on day one — written in C++, fully exposed to Blueprint, and server-authoritative throughout.


Six decoupled modules. Feature modules depend only on the core module and never on each other, so you can delete any system you don't need and everything else keeps compiling. Characters gain features by ADDING COMPONENTS, not by subclass chains — any combination of systems works on one Blueprint.


WHAT'S INSIDE


• Character & Camera — one character class with switchable first/third person views (spring-arm TP, eye-socket FP), toggleable at runtime with correct rotation and mesh-visibility handling.


• Tag-Driven Enhanced Input — a data asset maps Input Actions to gameplay tags. Native actions (move/look/jump/camera) bind in core; feature systems claim their own actions by tag without touching core code.


• Gameplay Ability System layer — ability system component on the PlayerState (survives respawn), health/stamina/move-speed attribute set with damage meta-attribute and death events, data-asset ability sets with input-tag routing, plus a working hold-to-sprint ability and C++ sample effects (speed boost, stamina drain/regen, SetByCaller damage).


• Interaction — view-trace focus detection with UI prompt events on the client, execution validated and run on the server. Any actor becomes interactable by implementing one interface.


• Inventory — data-driven item definition assets, a fast-array replicated inventory component with stacking, and a world pickup actor with optional respawn.


• Save / Load — named slots, async save/load, and automatic capture/restore of any opted-in actor: transform, SaveGame-flagged properties (including components), GAS attribute values, and collected-pickup state. Console commands included for instant testing.


• UI without UMG assets — HUD attribute bars, interaction prompt, and inventory panel build default layouts in C++ and restyle cleanly in Blueprint subclasses.


MULTIPLAYER-READY

Server-authoritative everywhere: GAS replication (Mixed mode), fast-array inventory deltas, server-validated interaction RPCs, prediction-safe stock CharacterMovement. Tested in listen-server PIE.


TECHNICAL DETAILS

• 6 runtime modules, Number of C++ Classes: 27

• Network replicated: Yes

• Supported platforms: Win64

• Supported engine versions: 5.6-5.8

• Dependencies: Enhanced Input, Gameplay Abilities

• Documentation: https://docs.google.com/document/d/1ghYsuyY_mpe_fK4ouVqTA2vbHwf2COkm/edit?usp=sharing&ouid=101123865845447640363&rtpof=true&sd=true

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