claude-code-arcane 2.3.0 → 2.5.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +23 -0
- package/README.md +131 -41
- package/agents/game/ue-blueprint-specialist.md +125 -0
- package/agents/game/ue-gas-specialist.md +133 -0
- package/agents/game/ue-umg-specialist.md +131 -0
- package/dist/cli.js +642 -478
- package/docs/SKILLS-CATALOG.md +42 -3
- package/docs/USER-GUIDE.md +28 -54
- package/hooks/detect-unreal.sh +90 -0
- package/package.json +2 -1
- package/profiles/agile.yaml +1 -1
- package/profiles/ai.yaml +1 -1
- package/profiles/android-native.yaml +1 -1
- package/profiles/audio.yaml +1 -1
- package/profiles/backend-dotnet.yaml +1 -1
- package/profiles/backend-go.yaml +1 -1
- package/profiles/backend-nestjs.yaml +1 -1
- package/profiles/backend-nextjs.yaml +1 -1
- package/profiles/backend-ts.yaml +1 -1
- package/profiles/business.yaml +1 -1
- package/profiles/clevel.yaml +1 -1
- package/profiles/clickup.yaml +1 -1
- package/profiles/core.yaml +1 -1
- package/profiles/database.yaml +1 -1
- package/profiles/design.yaml +1 -1
- package/profiles/docs.yaml +1 -1
- package/profiles/ecommerce.yaml +1 -1
- package/profiles/finance.yaml +1 -1
- package/profiles/flutter.yaml +1 -1
- package/profiles/freelance.yaml +1 -1
- package/profiles/frontend.yaml +1 -1
- package/profiles/infra.yaml +1 -1
- package/profiles/integrations.yaml +1 -1
- package/profiles/ios-native.yaml +1 -1
- package/profiles/jira.yaml +1 -1
- package/profiles/job-hunt.yaml +1 -1
- package/profiles/marketing.yaml +1 -1
- package/profiles/mobile.yaml +1 -1
- package/profiles/regulatory.yaml +1 -1
- package/profiles/second-brain.yaml +1 -1
- package/profiles/security.yaml +1 -1
- package/profiles/self-improving.yaml +1 -1
- package/profiles/statusline.yaml +1 -1
- package/profiles/testing.yaml +1 -1
- package/profiles/unity-design.yaml +1 -1
- package/profiles/unity-dev.yaml +1 -1
- package/profiles/unreal-dev.yaml +97 -0
- package/profiles/visual-novel.yaml +1 -1
- package/rules/gamedev/unreal-code.md +125 -0
- package/skills/arcane-list/SKILL.md +12 -7
- package/skills/install-mcp/SKILL.md +135 -46
- package/skills/install-mcp/references/unreal-operations.md +55 -0
- package/skills/ue-actor-component-architecture/SKILL.md +509 -0
- package/skills/ue-actor-component-architecture/references/actor-lifecycle.md +301 -0
- package/skills/ue-actor-component-architecture/references/component-types.md +592 -0
- package/skills/ue-ai-navigation/SKILL.md +526 -0
- package/skills/ue-ai-navigation/references/behavior-tree-patterns.md +392 -0
- package/skills/ue-ai-navigation/references/behavior-tree-workflow.md +107 -0
- package/skills/ue-ai-navigation/references/custom-bttask.md +104 -0
- package/skills/ue-ai-navigation/references/eqs-reference.md +423 -0
- package/skills/ue-animation-system/SKILL.md +521 -0
- package/skills/ue-animation-system/references/anim-notify-reference.md +486 -0
- package/skills/ue-animation-system/references/locomotion-setup.md +550 -0
- package/skills/ue-async-threading/SKILL.md +433 -0
- package/skills/ue-async-threading/references/thread-safety-guide.md +213 -0
- package/skills/ue-async-threading/references/threading-patterns.md +345 -0
- package/skills/ue-audio-system/SKILL.md +527 -0
- package/skills/ue-audio-system/references/audio-setup-patterns.md +700 -0
- package/skills/ue-blueprints/SKILL.md +134 -0
- package/skills/ue-blueprints/references/communication.md +82 -0
- package/skills/ue-character-movement/SKILL.md +475 -0
- package/skills/ue-character-movement/references/cmc-extension-patterns.md +335 -0
- package/skills/ue-character-movement/references/movement-pipeline.md +189 -0
- package/skills/ue-cpp-foundations/SKILL.md +533 -0
- package/skills/ue-cpp-foundations/references/components-and-gc.md +107 -0
- package/skills/ue-cpp-foundations/references/container-patterns.md +544 -0
- package/skills/ue-cpp-foundations/references/delegate-patterns.md +497 -0
- package/skills/ue-cpp-foundations/references/gameplay-classes-cpp.md +136 -0
- package/skills/ue-cpp-foundations/references/property-specifiers.md +306 -0
- package/skills/ue-data-assets-tables/SKILL.md +527 -0
- package/skills/ue-data-assets-tables/references/asset-loading-patterns.md +306 -0
- package/skills/ue-data-assets-tables/references/data-driven-design.md +378 -0
- package/skills/ue-editor-tools/SKILL.md +523 -0
- package/skills/ue-editor-tools/references/detail-customization-patterns.md +395 -0
- package/skills/ue-editor-tools/references/editor-module-setup.md +480 -0
- package/skills/ue-game-features/SKILL.md +477 -0
- package/skills/ue-game-features/references/experience-system.md +222 -0
- package/skills/ue-game-features/references/game-feature-patterns.md +308 -0
- package/skills/ue-gameplay-abilities/SKILL.md +518 -0
- package/skills/ue-gameplay-abilities/references/ability-task-reference.md +391 -0
- package/skills/ue-gameplay-abilities/references/gameplay-effect-reference.md +397 -0
- package/skills/ue-gameplay-abilities/references/gas-setup-patterns.md +369 -0
- package/skills/ue-gameplay-framework/SKILL.md +466 -0
- package/skills/ue-gameplay-framework/references/framework-class-map.md +243 -0
- package/skills/ue-input-system/SKILL.md +394 -0
- package/skills/ue-input-system/references/cpp-setup.md +131 -0
- package/skills/ue-input-system/references/enhanced-input-workflow.md +117 -0
- package/skills/ue-input-system/references/input-action-reference.md +731 -0
- package/skills/ue-mass-entity/SKILL.md +476 -0
- package/skills/ue-mass-entity/references/mass-entity-patterns.md +319 -0
- package/skills/ue-mass-entity/references/mass-fragment-reference.md +119 -0
- package/skills/ue-materials-rendering/SKILL.md +526 -0
- package/skills/ue-materials-rendering/references/material-parameter-reference.md +216 -0
- package/skills/ue-materials-rendering/references/post-process-settings.md +383 -0
- package/skills/ue-module-build-system/SKILL.md +487 -0
- package/skills/ue-module-build-system/references/build-cs-reference.md +418 -0
- package/skills/ue-module-build-system/references/common-build-errors.md +381 -0
- package/skills/ue-naming-conventions/SKILL.md +142 -0
- package/skills/ue-naming-conventions/references/asset-name-modifiers.md +233 -0
- package/skills/ue-naming-conventions/references/content-structure.md +83 -0
- package/skills/ue-networking-replication/SKILL.md +452 -0
- package/skills/ue-networking-replication/references/replication-patterns.md +526 -0
- package/skills/ue-networking-replication/references/rpc-decision-guide.md +393 -0
- package/skills/ue-niagara-effects/SKILL.md +531 -0
- package/skills/ue-niagara-effects/references/niagara-data-interfaces.md +491 -0
- package/skills/ue-niagara-effects/references/niagara-parameter-types.md +153 -0
- package/skills/ue-niagara-effects/references/niagara-workflow.md +115 -0
- package/skills/ue-packaging/SKILL.md +116 -0
- package/skills/ue-physics-collision/SKILL.md +423 -0
- package/skills/ue-physics-collision/references/collision-channel-setup.md +218 -0
- package/skills/ue-physics-collision/references/trace-patterns.md +499 -0
- package/skills/ue-procedural-generation/SKILL.md +505 -0
- package/skills/ue-procedural-generation/references/pcg-node-reference.md +381 -0
- package/skills/ue-procedural-generation/references/procedural-mesh-patterns.md +940 -0
- package/skills/ue-project-context/SKILL.md +305 -0
- package/skills/ue-sequencer-cinematics/SKILL.md +506 -0
- package/skills/ue-sequencer-cinematics/references/sequencer-patterns.md +629 -0
- package/skills/ue-serialization-savegames/SKILL.md +524 -0
- package/skills/ue-serialization-savegames/references/save-system-architecture.md +705 -0
- package/skills/ue-state-trees/SKILL.md +489 -0
- package/skills/ue-state-trees/references/state-tree-mass-integration.md +184 -0
- package/skills/ue-state-trees/references/state-tree-patterns.md +321 -0
- package/skills/ue-testing-debugging/SKILL.md +520 -0
- package/skills/ue-testing-debugging/references/automation-test-patterns.md +387 -0
- package/skills/ue-testing-debugging/references/profiling-commands.md +357 -0
- package/skills/ue-ui-umg-slate/SKILL.md +431 -0
- package/skills/ue-ui-umg-slate/references/common-ui-setup.md +484 -0
- package/skills/ue-ui-umg-slate/references/widget-types.md +487 -0
- package/skills/ue-world-level-streaming/SKILL.md +518 -0
- package/skills/ue-world-level-streaming/references/streaming-patterns.md +414 -0
- package/templates/gamedev/unreal-project-context.md +107 -0
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---
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name: ue-game-features
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description: "Game Feature plugins, modular gameplay, GameFeatureAction, GameFrameworkComponentManager"
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category: "gamedev"
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argument-hint: "[plugin o experience]"
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user-invocable: true
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allowed-tools: Read, Glob, Grep, Bash, Write, Edit
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---
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# UE Game Features and Modular Gameplay
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You are an expert in Unreal Engine's Game Features plugin system and modular gameplay architecture.
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Ask before writing: this skill edits Game Feature plugin definitions and actions. Propose the change and get approval before using Write or Edit.
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## Context Check
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Read `docs/unreal/project-context.md` before proceeding. Determine:
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- Whether the `GameFeatures` and `ModularGameplay` plugins are enabled
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- Which actors register as component receivers (`AddReceiver`)
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- Whether the project uses an init state system or experience-based loading
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- Existing `UGameFeatureAction` subclasses or modular component base classes
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## Information Gathering
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Ask the developer:
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1. Are you creating a new Game Feature plugin or extending an existing one?
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2. What components or abilities should the feature inject into gameplay actors?
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3. Does the feature need async loading or runtime activation/deactivation?
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4. Is there an experience/game mode composition system (Lyra-style)?
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5. Do components need ordered initialization across features?
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---
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## Game Feature Plugin Structure
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A Game Feature plugin is a standard UE plugin with `Type` set to `"GameFeature"` in its `.uplugin` descriptor. This tells the engine to manage its lifecycle through the Game Features subsystem rather than loading it as a regular plugin.
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### .uplugin Descriptor
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```cpp
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{
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"Type": "GameFeature",
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"BuiltInInitialFeatureState": "Active", // or "Registered", "Installed"
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"Plugins": [
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{ "Name": "GameFeatures", "Enabled": true },
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{ "Name": "ModularGameplay", "Enabled": true }
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]
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}
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```
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`BuiltInInitialFeatureState` controls how far the plugin advances on startup. Use `"Active"` for always-on features, `"Registered"` for features activated by gameplay code, or `"Installed"` for downloadable content loaded on demand.
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### UGameFeatureData
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Each Game Feature plugin contains a `UGameFeatureData` primary data asset (extends `UPrimaryDataAsset`) that defines what the feature does:
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```cpp
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// From GameFeatureData.h
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UPROPERTY(EditDefaultsOnly, Instanced, Category = "Game Feature | Actions")
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TArray<TObjectPtr<UGameFeatureAction>> Actions;
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UPROPERTY(EditAnywhere, Category = "Game Feature | Asset Manager")
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TArray<FPrimaryAssetTypeInfo> PrimaryAssetTypesToScan;
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```
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`Actions` is the core — an instanced array of `UGameFeatureAction` subclasses that execute when the feature activates.
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### Directory Convention
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```
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Plugins/GameFeatures/
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├── ShooterCore/
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│ ├── ShooterCore.uplugin (Type: GameFeature)
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│ ├── Content/
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│ │ └── ShooterCore.uasset (UGameFeatureData)
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│ └── Source/ShooterCoreRuntime/
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└── DeathmatchRules/
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├── DeathmatchRules.uplugin
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└── Content/DeathmatchRules.uasset
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```
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---
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## Plugin State Machine
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Game Feature plugins transition through a well-defined state machine. Actions fire at specific transitions and runtime activation must target valid destination states.
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### EGameFeaturePluginState Lifecycle
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```
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Uninitialized → Terminal → UnknownStatus → StatusKnown
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→ Installed → Registered → Loaded → Active
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```
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Each major state has transition states between them (e.g., `Registering`, `Loading`, `Activating`). You target a destination state and the subsystem walks the chain.
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### Destination States
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| State | Description |
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|-------|-------------|
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| `Terminal` | Plugin removed from tracking entirely |
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| `StatusKnown` | Availability confirmed (exists on disk or bundle) |
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| `Installed` | Files on local storage, not yet registered |
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| `Registered` | Assets registered with Asset Manager, actions notified |
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| `Loaded` | Assets loaded into memory |
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| `Active` | Actions fully activated, components injected |
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URL protocols: `file:` for built-in disk plugins, `installbundle:` for downloadable features. Convert descriptor path to URL with `UGameFeaturesSubsystem::GetPluginURL_FileProtocol(Path)`.
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---
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## UGameFeatureAction
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`UGameFeatureAction` (`UCLASS(MinimalAPI, DefaultToInstanced, EditInlineNew, Abstract)`) is the base class for all actions. `DefaultToInstanced` + `EditInlineNew` allow instances to be created inline within `UGameFeatureData`'s `Actions` array.
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### Lifecycle Methods
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```cpp
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// Registration phase
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virtual void OnGameFeatureRegistering();
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virtual void OnGameFeatureUnregistering();
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// Loading phase
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virtual void OnGameFeatureLoading();
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virtual void OnGameFeatureUnloading();
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// Activation — primary override point
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virtual void OnGameFeatureActivating(FGameFeatureActivatingContext& Context);
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virtual void OnGameFeatureActivating(); // legacy no-arg fallback
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// Post-activation confirmation
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virtual void OnGameFeatureActivated();
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// Deactivation — supports async via context
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virtual void OnGameFeatureDeactivating(FGameFeatureDeactivatingContext& Context);
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```
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`OnGameFeatureActivating(Context)` is the primary override. The base calls the legacy no-arg version for backward compatibility.
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### Async Deactivation
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When deactivation requires async work, pause it via the context:
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```cpp
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void UMyAction::OnGameFeatureDeactivating(FGameFeatureDeactivatingContext& Context)
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{
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FSimpleDelegate ResumeDelegate = Context.PauseDeactivationUntilComplete(
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TEXT("MyAction_AsyncCleanup"));
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// Start async work — MUST invoke ResumeDelegate when done or deactivation hangs
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AsyncTask(ENamedThreads::GameThread, [ResumeDelegate]()
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{
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// ... cleanup ...
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ResumeDelegate.ExecuteIfBound();
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});
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}
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```
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See `references/game-feature-patterns.md` for complete custom action subclass templates.
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---
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## Built-in Actions
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### UGameFeatureAction_AddComponents
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`UCLASS(MinimalAPI, meta=(DisplayName="Add Components"), final)`. The most commonly used action — injects components into actors via `UGameFrameworkComponentManager`.
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Configuration uses `FGameFeatureComponentEntry`:
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```cpp
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UPROPERTY(EditAnywhere) TSoftClassPtr<AActor> ActorClass;
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UPROPERTY(EditAnywhere) TSoftClassPtr<UActorComponent> ComponentClass;
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UPROPERTY(EditAnywhere) uint8 bClientComponent : 1;
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UPROPERTY(EditAnywhere) uint8 bServerComponent : 1;
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```
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Internally stores `TSharedPtr<FComponentRequestHandle>` — RAII removes components when the handle drops (feature deactivates). Set both `bClientComponent` and `bServerComponent` for components needed everywhere, server-only for gameplay logic, client-only for cosmetic.
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### Other Built-in Actions
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| Action | Purpose |
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|--------|---------|
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| `UGameFeatureAction_AddCheats` | Register cheat manager extensions |
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| `UGameFeatureAction_DataRegistry` | Register data registry sources |
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---
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## UGameFeaturesSubsystem
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`UGameFeaturesSubsystem` (`UEngineSubsystem`) manages all Game Feature plugin lifecycles:
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```cpp
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UGameFeaturesSubsystem& GFS = UGameFeaturesSubsystem::Get();
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|
+
```
|
|
196
|
+
|
|
197
|
+
### Runtime Activation and Deactivation
|
|
198
|
+
|
|
199
|
+
```cpp
|
|
200
|
+
FString PluginURL = UGameFeaturesSubsystem::GetPluginURL_FileProtocol(
|
|
201
|
+
TEXT("/MyProject/Plugins/GameFeatures/MyFeature/MyFeature.uplugin"));
|
|
202
|
+
|
|
203
|
+
// Activate — callback receives const UE::GameFeatures::FResult&
|
|
204
|
+
GFS.LoadAndActivateGameFeaturePlugin(PluginURL,
|
|
205
|
+
FGameFeaturePluginLoadComplete::CreateUObject(this, &UMyMgr::OnLoaded));
|
|
206
|
+
|
|
207
|
+
// Deactivate and unload
|
|
208
|
+
GFS.DeactivateGameFeaturePlugin(PluginURL);
|
|
209
|
+
GFS.UnloadGameFeaturePlugin(PluginURL, /*bKeepRegistered=*/ false);
|
|
210
|
+
|
|
211
|
+
// Or target a specific state:
|
|
212
|
+
GFS.ChangeGameFeatureTargetState(PluginURL, EGameFeatureTargetState::Registered,
|
|
213
|
+
FGameFeaturePluginChangeStateComplete());
|
|
214
|
+
```
|
|
215
|
+
|
|
216
|
+
### Query and Observe
|
|
217
|
+
|
|
218
|
+
```cpp
|
|
219
|
+
bool bActive = GFS.IsGameFeaturePluginActive(PluginURL, /*bCheckForActivating=*/ false);
|
|
220
|
+
EGameFeaturePluginState State = GFS.GetPluginState(PluginURL);
|
|
221
|
+
|
|
222
|
+
// Global observer — implement IGameFeatureStateChangeObserver
|
|
223
|
+
GFS.AddObserver(MyObserver, UGameFeaturesSubsystem::EObserverPluginStateUpdateMode::CurrentAndFuture);
|
|
224
|
+
GFS.RemoveObserver(MyObserver);
|
|
225
|
+
```
|
|
226
|
+
|
|
227
|
+
`IGameFeatureStateChangeObserver` provides: `OnGameFeatureRegistering(Data, PluginName, URL)`, `OnGameFeatureActivating(Data, URL)`, `OnGameFeatureDeactivating(Data, Context, URL)`.
|
|
228
|
+
|
|
229
|
+
---
|
|
230
|
+
|
|
231
|
+
## Component Injection System
|
|
232
|
+
|
|
233
|
+
`UGameFrameworkComponentManager` (`UGameInstanceSubsystem`) is the runtime engine that injects components into actors. It is a **Game Instance subsystem** — not an engine subsystem:
|
|
234
|
+
|
|
235
|
+
```cpp
|
|
236
|
+
UGameFrameworkComponentManager* CompMgr =
|
|
237
|
+
GetGameInstance()->GetSubsystem<UGameFrameworkComponentManager>();
|
|
238
|
+
```
|
|
239
|
+
|
|
240
|
+
### Actor Registration (Receivers)
|
|
241
|
+
|
|
242
|
+
Actors must register as receivers to accept injected components:
|
|
243
|
+
|
|
244
|
+
```cpp
|
|
245
|
+
void AMyCharacter::BeginPlay()
|
|
246
|
+
{
|
|
247
|
+
Super::BeginPlay();
|
|
248
|
+
UGameFrameworkComponentManager::AddGameFrameworkComponentReceiver(this);
|
|
249
|
+
}
|
|
250
|
+
void AMyCharacter::EndPlay(const EEndPlayReason::Type EndPlayReason)
|
|
251
|
+
{
|
|
252
|
+
UGameFrameworkComponentManager::RemoveGameFrameworkComponentReceiver(this);
|
|
253
|
+
Super::EndPlay(EndPlayReason);
|
|
254
|
+
}
|
|
255
|
+
```
|
|
256
|
+
|
|
257
|
+
### Component Requests (RAII)
|
|
258
|
+
|
|
259
|
+
```cpp
|
|
260
|
+
TSharedPtr<FComponentRequestHandle> Handle = CompMgr->AddComponentRequest(
|
|
261
|
+
TSoftClassPtr<AActor>(AMyCharacter::StaticClass()),
|
|
262
|
+
UMyHealthComponent::StaticClass(),
|
|
263
|
+
EGameFrameworkAddComponentFlags::AddUnique);
|
|
264
|
+
// Handle is RAII — destroying it removes the request and cleans up injected components
|
|
265
|
+
```
|
|
266
|
+
|
|
267
|
+
| Flag | Value | Behavior |
|
|
268
|
+
|------|-------|----------|
|
|
269
|
+
| `None` | 0 | Default, allows duplicates |
|
|
270
|
+
| `AddUnique` | 1 | Skip if same class already exists |
|
|
271
|
+
| `AddIfNotChild` | 2 | Skip if a child class already exists |
|
|
272
|
+
| `UseAutoGeneratedName` | 4 | Auto-generated name instead of class name |
|
|
273
|
+
|
|
274
|
+
### Extension Handlers and Events
|
|
275
|
+
|
|
276
|
+
```cpp
|
|
277
|
+
TSharedPtr<FComponentRequestHandle> ExtHandle = CompMgr->AddExtensionHandler(
|
|
278
|
+
TSoftClassPtr<AActor>(AMyCharacter::StaticClass()),
|
|
279
|
+
FExtensionHandlerDelegate::CreateUObject(this, &UMyAction::OnExtension));
|
|
280
|
+
|
|
281
|
+
void UMyAction::OnExtension(AActor* Actor, FName EventName)
|
|
282
|
+
{
|
|
283
|
+
if (EventName == UGameFrameworkComponentManager::NAME_GameActorReady)
|
|
284
|
+
{ /* Actor fully initialized */ }
|
|
285
|
+
}
|
|
286
|
+
```
|
|
287
|
+
|
|
288
|
+
Standard event names: `NAME_ReceiverAdded`, `NAME_ReceiverRemoved`, `NAME_ExtensionAdded`, `NAME_ExtensionRemoved`, `NAME_GameActorReady`. Send custom events with `CompMgr->SendExtensionEvent(Actor, FName("MyEvent"))`.
|
|
289
|
+
|
|
290
|
+
---
|
|
291
|
+
|
|
292
|
+
## Init State System
|
|
293
|
+
|
|
294
|
+
The init state system solves ordered initialization across independently-loaded features. Without it, Component A might read from Component B before B exists — a common problem in modular architectures.
|
|
295
|
+
|
|
296
|
+
### Registering Init States
|
|
297
|
+
|
|
298
|
+
Define project-wide init states as `FGameplayTag` values in a fixed order:
|
|
299
|
+
|
|
300
|
+
```cpp
|
|
301
|
+
CompMgr->RegisterInitState(TAG_InitState_Spawning, false, FGameplayTag());
|
|
302
|
+
CompMgr->RegisterInitState(TAG_InitState_DataAvailable, false, TAG_InitState_Spawning);
|
|
303
|
+
CompMgr->RegisterInitState(TAG_InitState_DataInitialized, false, TAG_InitState_DataAvailable);
|
|
304
|
+
CompMgr->RegisterInitState(TAG_InitState_GameplayReady, false, TAG_InitState_DataInitialized);
|
|
305
|
+
```
|
|
306
|
+
|
|
307
|
+
### Changing and Observing Init State
|
|
308
|
+
|
|
309
|
+
```cpp
|
|
310
|
+
// Advance a feature's state
|
|
311
|
+
bool bChanged = CompMgr->ChangeFeatureInitState(
|
|
312
|
+
MyActor, FName("MyComponent"), this, TAG_InitState_DataAvailable);
|
|
313
|
+
|
|
314
|
+
// Wait for another feature to reach a state
|
|
315
|
+
FDelegateHandle DH = CompMgr->RegisterAndCallForActorInitState(
|
|
316
|
+
MyActor, FName("OtherComp"), TAG_InitState_DataInitialized,
|
|
317
|
+
FActorInitStateChangedDelegate::CreateUObject(this, &UMyComp::OnOtherReady),
|
|
318
|
+
/*bCallImmediately=*/ true);
|
|
319
|
+
|
|
320
|
+
// Check if all features reached a state
|
|
321
|
+
bool bAllReady = CompMgr->HaveAllFeaturesReachedInitState(
|
|
322
|
+
MyActor, TAG_InitState_GameplayReady, /*ExcludingFeature=*/ NAME_None);
|
|
323
|
+
```
|
|
324
|
+
|
|
325
|
+
### IGameFrameworkInitStateInterface
|
|
326
|
+
|
|
327
|
+
Implement on components for structured init state progression:
|
|
328
|
+
|
|
329
|
+
```cpp
|
|
330
|
+
UCLASS()
|
|
331
|
+
class UMyModularComponent : public UPawnComponent,
|
|
332
|
+
public IGameFrameworkInitStateInterface
|
|
333
|
+
{
|
|
334
|
+
GENERATED_BODY()
|
|
335
|
+
public:
|
|
336
|
+
virtual FName GetFeatureName() const override { return TEXT("MyFeature"); }
|
|
337
|
+
virtual bool CanChangeInitState(UGameFrameworkComponentManager* Manager,
|
|
338
|
+
FGameplayTag CurrentState, FGameplayTag DesiredState) const override;
|
|
339
|
+
virtual void HandleChangeInitState(UGameFrameworkComponentManager* Manager,
|
|
340
|
+
FGameplayTag CurrentState, FGameplayTag DesiredState) override;
|
|
341
|
+
virtual void CheckDefaultInitialization() override;
|
|
342
|
+
|
|
343
|
+
virtual void BeginPlay() override
|
|
344
|
+
{
|
|
345
|
+
Super::BeginPlay();
|
|
346
|
+
RegisterInitStateFeature();
|
|
347
|
+
}
|
|
348
|
+
virtual void EndPlay(const EEndPlayReason::Type Reason) override
|
|
349
|
+
{
|
|
350
|
+
UnregisterInitStateFeature();
|
|
351
|
+
Super::EndPlay(Reason);
|
|
352
|
+
}
|
|
353
|
+
};
|
|
354
|
+
```
|
|
355
|
+
|
|
356
|
+
`ContinueInitStateChain(TArray<FGameplayTag>{State1, State2, State3})` attempts to advance through a sequence of states. Use this in `CheckDefaultInitialization` to auto-advance as far as possible.
|
|
357
|
+
|
|
358
|
+
---
|
|
359
|
+
|
|
360
|
+
## Modular Component Hierarchy
|
|
361
|
+
|
|
362
|
+
The `ModularGameplay` plugin provides typed base components for gameplay framework actors:
|
|
363
|
+
|
|
364
|
+
| Base Class | Parent | Typed Accessor |
|
|
365
|
+
|------------|--------|----------------|
|
|
366
|
+
| `UGameFrameworkComponent` | `UActorComponent` | None (generic base) |
|
|
367
|
+
| `UPawnComponent` | `UGameFrameworkComponent` | `GetPawn<T>()`, `GetPawnChecked<T>()` |
|
|
368
|
+
| `UControllerComponent` | `UGameFrameworkComponent` | `GetController<T>()`, `GetControllerChecked<T>()` |
|
|
369
|
+
| `UGameStateComponent` | `UGameFrameworkComponent` | `GetGameState<T>()`, `GetGameStateChecked<T>()` |
|
|
370
|
+
| `UPlayerStateComponent` | `UGameFrameworkComponent` | `GetPlayerState<T>()`, `GetPlayerStateChecked<T>()` |
|
|
371
|
+
|
|
372
|
+
Use these instead of raw `UActorComponent` for type-safe owner access and init state integration.
|
|
373
|
+
|
|
374
|
+
---
|
|
375
|
+
|
|
376
|
+
## Experience System Pattern
|
|
377
|
+
|
|
378
|
+
The experience system (pioneered by Lyra) composes game modes from Game Feature plugins at runtime. Instead of a monolithic GameMode, lightweight experience data assets list which features to activate.
|
|
379
|
+
|
|
380
|
+
### Core Flow
|
|
381
|
+
|
|
382
|
+
```
|
|
383
|
+
GameMode::InitGame()
|
|
384
|
+
→ Load UExperienceDefinition (from map or URL options)
|
|
385
|
+
→ For each feature: LoadAndActivateGameFeaturePlugin()
|
|
386
|
+
→ All loaded → OnExperienceLoaded broadcast
|
|
387
|
+
→ Components initialize, gameplay begins
|
|
388
|
+
```
|
|
389
|
+
|
|
390
|
+
A `UExperienceManagerComponent` on `AGameStateBase` orchestrates loading. Systems bind to its `OnExperienceLoaded` delegate rather than assuming features are available at `BeginPlay`.
|
|
391
|
+
|
|
392
|
+
See `references/experience-system.md` for the full pattern with code templates.
|
|
393
|
+
|
|
394
|
+
---
|
|
395
|
+
|
|
396
|
+
## Project Policies
|
|
397
|
+
|
|
398
|
+
`UGameFeaturesProjectPolicies` controls feature loading behavior. Override `IsPluginAllowed(PluginURL, OutReason)` to filter plugins, `GetGameFeatureLoadingMode(bLoadClientData, bLoadServerData)` for network filtering, and `InitGameFeatureManager()`/`ShutdownGameFeatureManager()` for custom lifecycle. Register via `DefaultGame.ini` under `GameFeaturesSubsystemSettings`.
|
|
399
|
+
|
|
400
|
+
See `references/game-feature-patterns.md` for the full policies subclass template.
|
|
401
|
+
|
|
402
|
+
---
|
|
403
|
+
|
|
404
|
+
## Common Mistakes
|
|
405
|
+
|
|
406
|
+
**Missing receiver registration:**
|
|
407
|
+
```cpp
|
|
408
|
+
// WRONG — components never injected, no error logged
|
|
409
|
+
void AMyCharacter::BeginPlay() { Super::BeginPlay(); }
|
|
410
|
+
// RIGHT
|
|
411
|
+
void AMyCharacter::BeginPlay()
|
|
412
|
+
{
|
|
413
|
+
Super::BeginPlay();
|
|
414
|
+
UGameFrameworkComponentManager::AddGameFrameworkComponentReceiver(this);
|
|
415
|
+
}
|
|
416
|
+
```
|
|
417
|
+
|
|
418
|
+
**Leaking FComponentRequestHandle:**
|
|
419
|
+
```cpp
|
|
420
|
+
// WRONG — handle destroyed immediately, component removed next frame
|
|
421
|
+
CompMgr->AddComponentRequest(ActorClass, CompClass, Flags);
|
|
422
|
+
// RIGHT — store for lifetime of injection
|
|
423
|
+
RequestHandle = CompMgr->AddComponentRequest(ActorClass, CompClass, Flags);
|
|
424
|
+
```
|
|
425
|
+
|
|
426
|
+
**Using BeginPlay for cross-component init:**
|
|
427
|
+
```cpp
|
|
428
|
+
// WRONG — modular components may not exist yet
|
|
429
|
+
void UMyComp::BeginPlay() { GetOwner()->FindComponentByClass<UOther>()->Configure(); }
|
|
430
|
+
// RIGHT — use init state system to wait for dependencies
|
|
431
|
+
void UMyComp::HandleChangeInitState(/*...*/, FGameplayTag DesiredState)
|
|
432
|
+
{
|
|
433
|
+
if (DesiredState == TAG_InitState_DataInitialized)
|
|
434
|
+
GetOwner()->FindComponentByClass<UOther>()->Configure();
|
|
435
|
+
}
|
|
436
|
+
```
|
|
437
|
+
|
|
438
|
+
**Forgetting PauseDeactivationUntilComplete delegate:** If you call `PauseDeactivationUntilComplete` but never invoke the returned delegate, plugin deactivation hangs indefinitely. Always invoke it, even on error paths.
|
|
439
|
+
|
|
440
|
+
**Wrong subsystem type for ComponentManager:**
|
|
441
|
+
```cpp
|
|
442
|
+
// WRONG — NOT an engine subsystem
|
|
443
|
+
GEngine->GetEngineSubsystem<UGameFrameworkComponentManager>();
|
|
444
|
+
// RIGHT — UGameInstanceSubsystem
|
|
445
|
+
GetGameInstance()->GetSubsystem<UGameFrameworkComponentManager>();
|
|
446
|
+
```
|
|
447
|
+
|
|
448
|
+
---
|
|
449
|
+
|
|
450
|
+
## Related Skills
|
|
451
|
+
|
|
452
|
+
- `/ue-gameplay-framework` — GameMode, GameState, PlayerController, PlayerState lifecycle
|
|
453
|
+
- `/ue-actor-component-architecture` — Component creation, attachment, tick management
|
|
454
|
+
- `/ue-gameplay-abilities` — GAS integration with modular components
|
|
455
|
+
- `/ue-data-assets-tables` — Primary data assets, Asset Manager scanning
|
|
456
|
+
- `/ue-module-build-system` — Plugin structure, Build.cs dependencies
|
|
457
|
+
- `/ue-world-level-streaming` — Level streaming, seamless travel interactions
|
|
458
|
+
|
|
459
|
+
---
|
|
460
|
+
|
|
461
|
+
## Checklist
|
|
462
|
+
|
|
463
|
+
Validate before considering the work done:
|
|
464
|
+
|
|
465
|
+
- [ ] The feature plugin has no hard dependency back on the base game module
|
|
466
|
+
- [ ] Actions register and unregister symmetrically on activate/deactivate
|
|
467
|
+
- [ ] The feature can be disabled without breaking a packaged build
|
|
468
|
+
- [ ] Conventions in `docs/unreal/project-context.md` were read and followed
|
|
469
|
+
- [ ] The Common Mistakes section of this skill was reviewed against the change
|
|
470
|
+
|
|
471
|
+
**PASS** — every item holds. **CONCERNS** — the work stands but at least one item is unresolved and worth flagging to the user. **FAIL** — an item is violated in a way that breaks correctness, replication or the frame budget; fix it before handing the work over.
|
|
472
|
+
|
|
473
|
+
## Next Steps
|
|
474
|
+
|
|
475
|
+
- `/ue-module-build-system` — verify plugin and module wiring
|
|
476
|
+
- `/code-review` — architectural and quality review of the change
|
|
477
|
+
- `/commit` — conventional commit once the change is verified
|
|
@@ -0,0 +1,222 @@
|
|
|
1
|
+
# Experience System Reference
|
|
2
|
+
|
|
3
|
+
The experience system pattern (pioneered by Lyra) composes game modes from multiple Game Feature
|
|
4
|
+
plugins at runtime. Instead of a monolithic `AGameMode` subclass per game type, you define
|
|
5
|
+
lightweight data assets that list which features to activate.
|
|
6
|
+
|
|
7
|
+
---
|
|
8
|
+
|
|
9
|
+
## Experience Definition Asset
|
|
10
|
+
|
|
11
|
+
```cpp
|
|
12
|
+
// UExperienceDefinition — a primary data asset listing features to compose
|
|
13
|
+
#pragma once
|
|
14
|
+
#include "Engine/DataAsset.h"
|
|
15
|
+
#include "ExperienceDefinition.generated.h"
|
|
16
|
+
|
|
17
|
+
UCLASS()
|
|
18
|
+
class UExperienceDefinition : public UPrimaryDataAsset
|
|
19
|
+
{
|
|
20
|
+
GENERATED_BODY()
|
|
21
|
+
public:
|
|
22
|
+
// Game Feature plugins to activate for this experience
|
|
23
|
+
UPROPERTY(EditDefaultsOnly, Category = "Experience")
|
|
24
|
+
TArray<FString> GameFeaturesToEnable;
|
|
25
|
+
|
|
26
|
+
// Actions to execute directly (without a full Game Feature plugin)
|
|
27
|
+
UPROPERTY(EditDefaultsOnly, Instanced, Category = "Experience")
|
|
28
|
+
TArray<TObjectPtr<UGameFeatureAction>> Actions;
|
|
29
|
+
|
|
30
|
+
// Default pawn data for this experience
|
|
31
|
+
UPROPERTY(EditDefaultsOnly, Category = "Experience")
|
|
32
|
+
TObjectPtr<UPawnData> DefaultPawnData;
|
|
33
|
+
|
|
34
|
+
virtual FPrimaryAssetId GetPrimaryAssetId() const override
|
|
35
|
+
{
|
|
36
|
+
return FPrimaryAssetId(FPrimaryAssetType("Experience"),
|
|
37
|
+
GetFName());
|
|
38
|
+
}
|
|
39
|
+
};
|
|
40
|
+
```
|
|
41
|
+
|
|
42
|
+
Example experience assets:
|
|
43
|
+
- **B_Deathmatch**: Enables `ShooterCore` + `DeathmatchRules`
|
|
44
|
+
- **B_ControlPoint**: Enables `ShooterCore` + `ControlPointRules`
|
|
45
|
+
- **B_FrontEnd**: Enables `FrontEndUI` only (no gameplay features)
|
|
46
|
+
|
|
47
|
+
Each experience shares common features (e.g., `ShooterCore` for weapons, health, HUD) and
|
|
48
|
+
adds mode-specific rules as separate Game Feature plugins.
|
|
49
|
+
|
|
50
|
+
---
|
|
51
|
+
|
|
52
|
+
## Experience Manager Component
|
|
53
|
+
|
|
54
|
+
A `UGameStateComponent` on `AGameStateBase` orchestrates experience loading:
|
|
55
|
+
|
|
56
|
+
```cpp
|
|
57
|
+
#pragma once
|
|
58
|
+
#include "Components/GameStateComponent.h"
|
|
59
|
+
#include "ExperienceManagerComponent.generated.h"
|
|
60
|
+
|
|
61
|
+
DECLARE_MULTICAST_DELEGATE_OneParam(FOnExperienceLoaded, const UExperienceDefinition*);
|
|
62
|
+
|
|
63
|
+
UCLASS()
|
|
64
|
+
class UExperienceManagerComponent : public UGameStateComponent
|
|
65
|
+
{
|
|
66
|
+
GENERATED_BODY()
|
|
67
|
+
public:
|
|
68
|
+
// Call from GameMode::InitGame to start loading
|
|
69
|
+
void SetCurrentExperience(FPrimaryAssetId ExperienceId);
|
|
70
|
+
|
|
71
|
+
// Check if experience is fully loaded and active
|
|
72
|
+
bool IsExperienceLoaded() const { return bExperienceLoaded; }
|
|
73
|
+
|
|
74
|
+
// Bind to get notified when experience is ready — fires immediately if already loaded
|
|
75
|
+
void CallOrRegister_OnExperienceLoaded(FOnExperienceLoaded::FDelegate&& Delegate);
|
|
76
|
+
|
|
77
|
+
const UExperienceDefinition* GetCurrentExperience() const { return CurrentExperience; }
|
|
78
|
+
|
|
79
|
+
FOnExperienceLoaded OnExperienceLoaded;
|
|
80
|
+
|
|
81
|
+
private:
|
|
82
|
+
void OnExperienceLoadComplete();
|
|
83
|
+
void OnGameFeaturePluginLoadComplete(const UE::GameFeatures::FResult& Result);
|
|
84
|
+
|
|
85
|
+
UPROPERTY()
|
|
86
|
+
TObjectPtr<const UExperienceDefinition> CurrentExperience;
|
|
87
|
+
|
|
88
|
+
int32 NumGameFeaturePluginsLoading = 0;
|
|
89
|
+
bool bExperienceLoaded = false;
|
|
90
|
+
};
|
|
91
|
+
```
|
|
92
|
+
|
|
93
|
+
---
|
|
94
|
+
|
|
95
|
+
## Experience Loading Flow
|
|
96
|
+
|
|
97
|
+
```cpp
|
|
98
|
+
// 1. GameMode selects and starts loading the experience
|
|
99
|
+
void AMyGameMode::InitGame(const FString& MapName, const FString& Options,
|
|
100
|
+
FString& ErrorMessage)
|
|
101
|
+
{
|
|
102
|
+
Super::InitGame(MapName, Options, ErrorMessage);
|
|
103
|
+
|
|
104
|
+
// Determine experience from map, URL options, or default
|
|
105
|
+
FPrimaryAssetId ExperienceId = FPrimaryAssetId(
|
|
106
|
+
FPrimaryAssetType("Experience"), FName("B_Deathmatch"));
|
|
107
|
+
|
|
108
|
+
// Get the experience manager on GameState
|
|
109
|
+
UExperienceManagerComponent* ExpMgr =
|
|
110
|
+
GameState->FindComponentByClass<UExperienceManagerComponent>();
|
|
111
|
+
ExpMgr->SetCurrentExperience(ExperienceId);
|
|
112
|
+
}
|
|
113
|
+
|
|
114
|
+
// 2. ExperienceManagerComponent loads the definition, then activates features
|
|
115
|
+
void UExperienceManagerComponent::SetCurrentExperience(FPrimaryAssetId ExperienceId)
|
|
116
|
+
{
|
|
117
|
+
// Async load the experience data asset
|
|
118
|
+
UAssetManager::Get().LoadPrimaryAsset(ExperienceId,
|
|
119
|
+
TArray<FName>(),
|
|
120
|
+
FStreamableDelegate::CreateUObject(this,
|
|
121
|
+
&UExperienceManagerComponent::OnExperienceLoadComplete));
|
|
122
|
+
}
|
|
123
|
+
|
|
124
|
+
void UExperienceManagerComponent::OnExperienceLoadComplete()
|
|
125
|
+
{
|
|
126
|
+
// Asset loaded — now activate each Game Feature plugin
|
|
127
|
+
CurrentExperience = Cast<UExperienceDefinition>(
|
|
128
|
+
UAssetManager::Get().GetPrimaryAssetObject(ExperienceId));
|
|
129
|
+
|
|
130
|
+
UGameFeaturesSubsystem& GFS = UGameFeaturesSubsystem::Get();
|
|
131
|
+
NumGameFeaturePluginsLoading = CurrentExperience->GameFeaturesToEnable.Num();
|
|
132
|
+
|
|
133
|
+
for (const FString& PluginURL : CurrentExperience->GameFeaturesToEnable)
|
|
134
|
+
{
|
|
135
|
+
GFS.LoadAndActivateGameFeaturePlugin(PluginURL,
|
|
136
|
+
FGameFeaturePluginLoadComplete::CreateUObject(
|
|
137
|
+
this, &UExperienceManagerComponent::OnGameFeaturePluginLoadComplete));
|
|
138
|
+
}
|
|
139
|
+
|
|
140
|
+
// If no plugins to load, mark ready immediately
|
|
141
|
+
if (NumGameFeaturePluginsLoading == 0)
|
|
142
|
+
{
|
|
143
|
+
bExperienceLoaded = true;
|
|
144
|
+
OnExperienceLoaded.Broadcast(CurrentExperience);
|
|
145
|
+
}
|
|
146
|
+
}
|
|
147
|
+
|
|
148
|
+
void UExperienceManagerComponent::OnGameFeaturePluginLoadComplete(
|
|
149
|
+
const UE::GameFeatures::FResult& Result)
|
|
150
|
+
{
|
|
151
|
+
NumGameFeaturePluginsLoading--;
|
|
152
|
+
if (NumGameFeaturePluginsLoading == 0)
|
|
153
|
+
{
|
|
154
|
+
bExperienceLoaded = true;
|
|
155
|
+
OnExperienceLoaded.Broadcast(CurrentExperience);
|
|
156
|
+
}
|
|
157
|
+
}
|
|
158
|
+
|
|
159
|
+
// 3. CallOrRegister pattern — fires immediately if already loaded
|
|
160
|
+
void UExperienceManagerComponent::CallOrRegister_OnExperienceLoaded(
|
|
161
|
+
FOnExperienceLoaded::FDelegate&& Delegate)
|
|
162
|
+
{
|
|
163
|
+
if (bExperienceLoaded)
|
|
164
|
+
{
|
|
165
|
+
Delegate.Execute(CurrentExperience);
|
|
166
|
+
}
|
|
167
|
+
else
|
|
168
|
+
{
|
|
169
|
+
OnExperienceLoaded.Add(MoveTemp(Delegate));
|
|
170
|
+
}
|
|
171
|
+
}
|
|
172
|
+
```
|
|
173
|
+
|
|
174
|
+
---
|
|
175
|
+
|
|
176
|
+
## Consuming the Experience
|
|
177
|
+
|
|
178
|
+
Systems that depend on the experience being ready use `CallOrRegister_OnExperienceLoaded`
|
|
179
|
+
instead of assuming features are available at `BeginPlay`:
|
|
180
|
+
|
|
181
|
+
```cpp
|
|
182
|
+
void UMyPawnComponent::BeginPlay()
|
|
183
|
+
{
|
|
184
|
+
Super::BeginPlay();
|
|
185
|
+
|
|
186
|
+
AGameStateBase* GS = GetWorld()->GetGameState<AGameStateBase>();
|
|
187
|
+
if (UExperienceManagerComponent* ExpMgr =
|
|
188
|
+
GS->FindComponentByClass<UExperienceManagerComponent>())
|
|
189
|
+
{
|
|
190
|
+
ExpMgr->CallOrRegister_OnExperienceLoaded(
|
|
191
|
+
FOnExperienceLoaded::FDelegate::CreateUObject(
|
|
192
|
+
this, &UMyPawnComponent::OnExperienceReady));
|
|
193
|
+
}
|
|
194
|
+
}
|
|
195
|
+
|
|
196
|
+
void UMyPawnComponent::OnExperienceReady(const UExperienceDefinition* Experience)
|
|
197
|
+
{
|
|
198
|
+
// All features active — safe to look up injected components, configure abilities, etc.
|
|
199
|
+
// Experience->DefaultPawnData contains pawn configuration for this mode
|
|
200
|
+
}
|
|
201
|
+
```
|
|
202
|
+
|
|
203
|
+
---
|
|
204
|
+
|
|
205
|
+
## Feature Composition Example
|
|
206
|
+
|
|
207
|
+
A Deathmatch experience composed from modular features:
|
|
208
|
+
|
|
209
|
+
```
|
|
210
|
+
B_Deathmatch (UExperienceDefinition)
|
|
211
|
+
├── GameFeaturesToEnable:
|
|
212
|
+
│ ├── "ShooterCore" → Health, weapons, HUD, hit detection
|
|
213
|
+
│ ├── "DeathmatchRules" → Score tracking, kill feed, respawn timer
|
|
214
|
+
│ └── "TeamSystem" → Team assignment, team colors, team HUD
|
|
215
|
+
├── Actions:
|
|
216
|
+
│ └── AddComponents: DeathmatchScoreComponent → AGameState
|
|
217
|
+
└── DefaultPawnData: BP_ShooterCharacter
|
|
218
|
+
```
|
|
219
|
+
|
|
220
|
+
Switching to Control Point mode replaces `DeathmatchRules` with `ControlPointRules` while
|
|
221
|
+
keeping `ShooterCore` and `TeamSystem`. This avoids duplicating shared gameplay code and
|
|
222
|
+
allows features to be developed and tested independently.
|