
์ค๋ช
Stop rewriting the same systems for every project. Gameplay Systems Kit gives you the three things every game needs โ built once, built right, and proven in a playable demo the moment you install it.
โค๏ธ HEALTH & DAMAGE
Add the Health Component to any Actor and it just works: it auto-hooks the engine's damage pipeline, so Apply Damage / Point Damage / Radial Damage all route through it automatically. Server-authoritative and replicated for multiplayer, with optional passive regeneration (post-damage delay included). Events: On Health Changed, On Damaged, On Death, On Revived. Blueprint nodes: Apply Damage (Direct), Apply Healing, Kill, Revive, Set Max Health, Get Health Percent, Is Dead.
๐ INTERACTION
A focus-aware Interactor Component (view trace with optional sphere radius) plus a simple Interactable interface. Focus events for highlight effects, a prompt for your UI ("Press E โ Open"), and a one-call Try Interact. Input-system-agnostic โ wire it to Enhanced Input or anything else.
๐พ SAVE / LOAD
Slot-based save/load through a Game Instance Subsystem (Save / Load / Delete / Exists). Add a Save Component to any actor: its transform plus every property you mark SaveGame persists โ on the actor AND its components. On Before Save / On After Load events let you capture runtime state (the demo uses them to save the player's camera direction).
๐ฏ PLAYABLE DEMO RANGE โ INCLUDED
Open one map, press Play, and you drive everything yourself. No setup, no wiring:
LMB โ shoot targets: floating health bars (no UMG) drop green to red, then DEAD
E โ toggle switches: focus highlight + on-screen prompt
H โ heal what you aim at, R โ revive all targets
F6 / F9 โ Quick Save / Quick Load: target health, switch states, your position and view all visibly restore
All controls are listed on the in-game HUD, and every demo actor (player character, damageable target, interactable switch, Canvas HUD) ships as readable example C++ you can copy straight into your own game.
WHY THIS KIT
โ Zero third-party dependencies โ engine modules only (Core, CoreUObject, Engine, InputCore). Nothing to rot when other plugins update.
โ Blueprint-first โ no C++ required; every property, function, and event is exposed to Blueprint.
โ Clean, commented C++ source you can actually read, maintain, and extend.
โ Documented โ quickstarts plus per-system guides ship inside the plugin (Docs folder + README).
Works in Blueprint-only and C++ projects.
๐ Full documentation


