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Mídia 1 do anúncio Generic Game System - Reusable functionality for any game.

Descrição

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 中文 | 💬 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.

🧩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.

💥Contextual 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.

Formatos incluídos