
Opis
Generic Game System (GGS) is a multi-module code plugin designed to provide foundational functionality for any game type. It extends Unreal Engine modules to enhance usability.
📚Documentation:English ä¸ć–‡ | đź’¬ Community: Discord
This plugin is highly reusable, shared across companion projects for all my other plugins.
🌟Features
GGS comprises the following systems, which can be used independently or together:
🎨Interaction System
Built on SmartObject and GameplayAbilities, offering a flexible interaction framework:
Interaction System Component: Manages switching between potential interaction targets, builds available interaction options, and replicates network state.
GameplayAbility-Based: Encapsulates interaction logic in GameplayAbility, enabling pluggable interaction designs.
SmartObject-Based: Leverages SmartObject’s reservation system to support simultaneous multi-player interactions.
đź§©UI System
Deeply integrates Unreal Engine’s CommonUI and CommonInput modules, providing an efficient UI development framework:
User-Friendly Widgets: Extended UMG components supporting data-driven UI development (e.g., ListView selects different WidgetEntryClass based on configuration).
Easy Management: Offers a Lyra-like multi-layer UI management framework, easily extensible in Blueprints, for unified handling of complex UI hierarchies.
High Compatibility: Seamlessly integrates with Epic’s UI Material Lab, managing Widget states via materials for flexible, high-performance solutions.
Modal System: Extensible Modal system for handling common message prompts and confirmation dialogs.
Design Philosophy: Focuses on extensibility, making no assumptions about game UI styles.
đź’ĄContextual Effects System
The ContextEffects system uses GameplayTags to manage contexts, automatically playing sound and visual effects for scenarios like footsteps:
Easy Integration: Add a component to an Actor (e.g., character or weapon) to enable functionality.
Data-Driven: Configures sound/visual effects for different contexts via data assets.
Automated Footsteps: Uses animation modifiers to locate foot placement and configure “play contextual effect” animation notifies.
High Adaptability: Suitable for footstep systems and scenarios like melee collisions requiring dynamic audio/visual feedback.
Simple API: Triggers audio/visual effects with straightforward Blueprint calls.
High Flexibility: Dynamically plays audio/visual effects on different physical material surfaces using GameplayTags, with automated footstep effects setup, avoiding hard-coded asset references.
🎥Camera System
Manages cameras, camera arms, and lens parameters via a stack-based approach, supporting instant mode switching and smooth transitions:
Easy Integration: Attach a GCMS_CameraSystemComponent to a character to enable functionality.
Modular: Each camera mode handles its own lens parameters, focusing on camera control logic.
Flexible and User-Friendly: Switch camera modes with a single PushCameraMode API call.










