ModularGameplayActors contains base classes designed to be used with the Modular Gameplay plugin
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 git@github.com:FishingCactus/UEModularGameplayActors Plugins/ModularGameplayActors
- ModularGameplay
-
Enable the Plugin
- Navigate to Edit → Plugins
- Search for "ModularGameplayActors" and check the enabled box
- Restart the editor
-
Register the framework component manager init states
- In your game instance, in the
Initfunction, add the following code:
auto * ComponentManager = GetSubsystem< UGameFrameworkComponentManager >( this ); if ( ensure( ComponentManager ) ) { ComponentManager->RegisterInitState( ModularGameplayTag_InitState_Spawned, false, FGameplayTag() ); ComponentManager->RegisterInitState( ModularGameplayTag_InitState_DataAvailable, false, ModularGameplayTag_InitState_Spawned ); ComponentManager->RegisterInitState( ModularGameplayTag_InitState_DataInitialized, false, ModularGameplayTag_InitState_DataAvailable ); ComponentManager->RegisterInitState( ModularGameplayTag_InitState_GameplayReady, false, ModularGameplayTag_InitState_DataInitialized ); } - In your game instance, in the
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!