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Gameplay Systems Kit: Health, Damage, Interaction & Save/Load ์ œํ’ˆ ๋“ฑ๋ก์„ ์œ„ํ•œ ๋ฏธ๋””์–ด 1๊ฐœ

์„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.

โค๏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.

๐Ÿ– 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.

๐Ÿ’พ 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).

๐ŸŽฏ 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

โœ… Zero third-party dependencies โ€” engine modules only (Core, CoreUObject, Engine, InputCore). Nothing to rot when other plugins update.

โœ… Blueprint-first โ€” no C++ required; every property, function, and event is exposed to Blueprint.

โœ… Clean, commented C++ source you can actually read, maintain, and extend.

โœ… Documented โ€” quickstarts plus per-system guides ship inside the plugin (Docs folder + README).

Works in Blueprint-only and C++ projects.


๐Ÿ“– Full documentation

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