
Описание
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.










