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GameplayFramework for Unreal Engine

Diagram of three layers: a game as a thin layer of subclasses and data assets on top; the GameplayFramework plugin in the middle with abilities and attributes, data-driven input, characters, event-driven UI, inventory, spawners, AI and projectiles, and pickups and collectibles; and Unreal Engine 5 systems at the bottom.
A game configures the plugin with data assets; the plugin builds on Unreal Engine systems.View full size

An open-source Unreal Engine plugin for building replicated, data-driven games on the Gameplay Ability System. GlitchWalker and Collectors Edition are built on it.

What it is

Every multiplayer Unreal game rebuilds the same foundation before it can test a single idea: characters with abilities and attributes, input bound to those abilities, a replicated inventory, spawners, AI, and a UI that updates when stats change. GameplayFramework is that foundation, shared across games and configured with data rather than rewritten in code.

What we built

A Gameplay Ability System core with data-asset ability sets, attribute sets, and default effects. Data-driven Enhanced Input that maps input actions to gameplay tags. Base characters and player state set up through data assets. Event-driven UI on CommonUI and the ModelViewViewModel plugin. A server-authoritative inventory on FFastArraySerializer with item definitions as primary data assets, equipment, item wear and repair, and save and load. Server-side item and AI spawners, a projectile system, pickups, a Collectibles module, and a seeded procedural dungeon module verified with three players in a listen-server session. Apache-2.0, published through AyaDog Games, our game label.

How it is used

A game subclasses a few core classes and assigns abilities, attributes, and effects in data assets. GlitchWalker and Collectors Edition are each a thin layer of data and subclasses on the plugin, and features land in the plugin when one of them needs something and stay general enough for the next.

Farwhen

Behind the experience

The systems this project uses, grouped by the part of Farwhen they belong to.

Our technology

What it runs on

Built with

  • Unreal Engine 5
  • C++
  • Gameplay Ability System
  • Enhanced Input
  • CommonUI
  • ModelViewViewModel
  • Replication

Credit

Written and maintained by Dream Awake Labs. Open source under Apache-2.0, published through AyaDog Games, our game label.

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