Description
Advanced Framework Pro is the interaction and user interface layer for Unreal Engine — hands, pointing, grabbing, UI, menus, settings and level flow, finished and documented, running on VR, desktop and mobile from one set of content.
Not an update to the original Advanced Framework. A rebuild from zero, by the same developer.
Try it before you buy it
Playable builds for VR, desktop and mobile: [download the demo]. No engine, no install, no account.
One content set, three platforms
An interactable object never references a pawn class. The same actor is grabbed by a VR hand, clicked with a mouse on desktop and tapped on mobile — no branching in your Blueprints, no duplicate content, no second version of your level.
What you get
Interaction
Grip — pickup, latch, drag and physics modes, with mesh sockets that place the hand and choose its pose. Two-handed objects included.
Select — one component answers a mouse click, a laser and a fingertip touch, from a single event.
Gaze with dwell, direct-touch overlap, teleport with comfort options, and smooth or snap locomotion.
Highlighting in three styles, spawned on first hover.
User interface
A design system, not a widget pack. Primitives through to page scaffolds, every element animated, styling and spacing handled for you.
Live theme switching from a data asset.
Screen space, world space, body-locked and wrist-mounted UI from the same widgets.
Menus, settings that save themselves, notifications, popups, labels and info panels.
Hands
Hand tracking with gestures as data assets, injecting synthetic input keys that bind in Enhanced Input like any other button.
A Hand Pose Studio editor for authoring grip poses.
The rest of a project
Level flow with loading, transitions, spawn points and per-level pawn selection.
State components for every value type, bindable straight to UI.
Snapping, spawning, visibility and a spectator view.
Multiplayer
Adaptive transform replication, a custom net driver that lets non-pawn objects call server RPCs, and replicated UI.
Built to be read and extended
42 independent plugins. Dependencies point one direction, so taking the grip system does not drag in the showroom. Almost entirely Blueprint, with C++ only where it earns its place. Every system has defined seams, so you subclass rather than fork — and an update stays a folder swap.
Documentation and support
A page per plugin with setup, usage and extension points, plus a full API reference generated from the source.
Website → https://human-codeable.com
Documentation → https://docs.human-codeable.com
Video tutorials → https://www.youtube.com/@humancodeable4753
Discord → https://discord.gg/ZBsXXVJ ("where support happens, in public")
Who it is for
Teams building architectural visualisation, product configurators, training and simulation, or any project that has to reach more than one kind of device without maintaining separate content.
Number of Blueprints: 644
C++ Classes: Yes
Network Replicated: Yes
Supported Development Platforms: Windows
Supported Target Platforms: Windows, Android, VR (OpenXR)
Documentation: https://docs.human-codeable.com










