
Descrição
A lean C++ Experience framework for Unreal Engine 5 — Game Feature Plugin composition, asynchronous loading functions and adaptation for gameplay tags.
Attention! The plugin is under development and may change. Stay tuned for updates and documentation (En/Ru).
The package includes only the plugin’s source code.
Supports:
Built for projects that want Lyra-style Experiences (data-driven game modes, GFP composition, GameFeatureActions) with a small runtime: strategy games, RPGs, city builders, and any title where maps or sessions swap modular content at load time. The plugin owns Experience resolution, GFP load/teardown, Equipped bundles, and load status; you own Experience assets and Game Feature Plugin content.
Key Features
Experience Definition — USGCExperienceDefinition (Primary Asset) lists GFP via Gameplay Tags (leaf = plugin name), instanced UGameFeatureAction hooks, and reusable USGCExperienceActionSet assets.
Experience Manager — USGCExperienceManagerComponent on GameState loads the Experience asset, activates GFP, runs Actions, settles content, then Ready. Fail-fast errors; load-status weights in Project Settings.
Multiplayer — Server assigns Experience and replicates ReplicatedExperienceId; clients run the same load pipeline locally when the id arrives.
Game Mode Resolution — ASGCGameModeBase resolves Pending from Load Experience, then World Settings. Invalid Pending does not fall through.
Load Experience — Writes Pending on the Game Instance (latest wins). After Open Level the Manager loads the DA and GFP. Level Loaded equals Wait For Experience Ready.
Blueprint Async — Load Experience, Wait For Experience Ready, and Experience Load Status for menus and loading screens.
Architecture
Three modules — SGCExperienceRuntime, SGCExperienceEditor (AlwaysCook scan merge), optional SGCExperienceDataRegistry.
C++ core, Blueprint configuration — Pipeline and subsystems in C++; Experience assets, GFP, and Actions in editor assets.
No plugin content — Bring your own Experience definitions and GFP. Editor merges AlwaysCook scan types. No custom Asset Manager.
Requires Game Features, Modular Gameplay, and Data Registry. Optional Tag Data Registry uses SGC Data Registry in GFP.
Blueprint-Friendly — Typical setup: create an Experience asset, set SGC Game Mode (subclass SGC parents, not engine Game Mode/State), assign World Settings or Load Experience then Open Level, wait on Experience Ready.
Attention: Sample Experiences, GFP packs, and maps are not included. You provide SGCExperienceDefinition assets. Beta: APIs may change without compatibility.





