System Overview
General Game System (GGS) is a free multi-module code plugin designed to provide foundational functionality for any game. It extends certain module functionalities of Unreal Engine, making them more user-friendly.
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This plugin has a high degree of reusability and is shared among all my other plugins, forming part of the Generic Movement System and Generic Combat System.
System Components
GGS consists of several systems, each of which can be used independently or in combination:
UI System
The UI system is deeply integrated with Unreal Engine's CommonUI/CommonInput modules and includes:
- User-Friendly Widgets: Extended UMG components that support data-driven UI development (e.g., ListView can select different
WidgetEntryClass
based on configuration). - Easy Management: Provides a multi-level UI management framework similar to Lyra, making it easy to extend in Blueprints and uniformly manage the hierarchy of complex UIs.
- Good Adaptability: Seamlessly integrates with the official UI Material Lab, managing Widget states through materials to provide a more flexible and performance-optimized solution.
- Modal System: An easily extensible modal system for handling common message prompts and confirmation dialogs.
The UI system focuses on extensibility and does not make assumptions about the game's UI style.
Context Effects System
The ContextEffects system uses GameplayTags as contexts to play sound effects and visual effects in any situation, primarily for automating footstep sounds/effects, but can also be applied to other mechanisms requiring audio and visual feedback.
- Easy Integration: Simply add a component to an actor (character/weapon) to complete the integration.
- Data-Driven: Uses data assets to configure sound effects/visual effects played in different contexts.
- Automated Footsteps: Automatically positions the character's feet using animation modifiers and configures "play context effects" animation notifications.
- High Compatibility: Suitable for footstep systems and any scenario requiring sound and visual effects based on different situations, such as melee collisions.
- Simple API: Trigger sounds/effects with simple Blueprint calls.
- High Flexibility: Dynamically plays different VFX/SFX on various physical material surfaces based on GameplayTags, automating footstep VFX/SFX settings without needing numerous hard asset references in animation sequences.
Camera System
The Camera system manages cameras, sprint arms, and view parameter controls using a stack-based approach, allowing for immediate switching between different camera modes based on game logic and handling transitions between camera modes.
- Easy Integration: Simply add a
GCMS_CameraSystemComponent
to the character. - Modular: Each camera mode internally manages its own view parameter, focusing solely on view control.
- Flexible and User-Friendly: Switching camera modes can be done with a simple API call to
PushCameraMode
.
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Technical details
Core modules:
- GenericUISystem(Runtime). This module contains code for the extended version of CommonUI.
- GenericEffectsSystem(Runtime). This module contains code for dynamic sfx/vsf play like footstep.
- GenericCameraSystem(Runtime). This module contains the core functionalities of the camera system.
Number of Blueprints: 10+ (Animation modifiers and notifies, and some sample setup.)
Number of C++ Classes:53+.
Network Replicated: Yes
Supported Development Platforms: Windows
Supported Target Build Platforms: Win64,Android,Linux
Important/Additional Notes: Check all my other products here.