GameBaseFramework is a minimal framework built on top on UE's game framework to add quality of life improvements that apply toi any game.
You can download these sources directly and put them in your project's Plugins folder
Or you can add the plugin as a submodule git submodule add [email protected]:FishingCactus/UEGameBaseFramework Plugins/GameBaseFramework
- OnlineSubsystem
- OnlineSubsystemUtils
- GameplayAbilities
- ModularGameplayActors
- CommonGame
- GameplayTagsExtensions
- ModularGameplay
-
Enable the Plugin
- Navigate to Edit → Plugins
- Search for "GameBaseFramework" and check the enabled box
- Restart the editor
-
Configure the project
- Open Edit → Project Settings
- Go the section Engine - General Settings
- Change the
Local Player ClasstoGBFLocalPlayer - Change the
World Settings ClasstoGBFWorldSettings
- Change the
- Open your
PlayerControllerblueprint- Change the
Cheat Manager ClasstoGBFCheatManager
- Change the
- Change your
GameModeblueprint parent class toAGBFGameMode - Open your
GameModeblueprint- Change the
Game State ClasstoGBFGameState - Change the
Player Controller ClasstoGBFPlayerController - Change the
Player State ClasstoGBFPlayerState - Change the
Game Session ClasstoGBFGameSession
- Change the
TODO
- This class owns a
GameplayAbilitySystemyou can use to activate abilities that should act on your worlds. - It also has an instance of
UGBFPlayerSpawningManagerComponentto help use theAGBFPlayerStartin your levels
TODO
TODO
This class has a property GameplayTags that you can use to give tags to your worlds.
- Open Edit → Editor Preferences
- Go to the section
Gamebase Framework- You can add maps in the property
Common Editor Mapsto display a dropdown in your editor for quick access to those maps. - You can also add
Cheats to runon eachPlayer Controllerthat is created by the game mode.
- You can add maps in the property
We welcome contributions! Please see our Contributing Guide for details.
- Fork this repository
- Create a feature branch:
git checkout -b feature/amazing-feature - Clone to your UE project's Plugins folder
- Make your changes and test thoroughly
- Submit a pull request
- Follow Unreal Engine Coding Standards
- Use clear, descriptive variable and function names
- Comment complex algorithms and public APIs
- Documentation: Full documentation
Please report bugs and feature requests through GitHub Issues.
When reporting issues, please include:
- Unreal Engine version
- Plugin version
- Platform (Windows/Mac/Linux)
- Steps to reproduce
- Expected vs actual behavior
- Relevant log files
Q: Can I use this in commercial projects? A: Yes! See the LICENSE file for details.
Q: How do I update the plugin? A: Download the new version and replace the plugin files, then recompile your project.
See CHANGELOG.md for complete version history.
This project is licensed under the MIT License - see the LICENSE file for details.
Made with ❤️ for the Unreal Engine community
If this plugin helped you, consider giving it a ⭐ on GitHub!