- Версия Unreal Engine
- 5.0
This plugin provides 3 features to make it easier to build scalable Unreal Engine games:
- Building subsystems in blueprints (Game Managers)
- Call asynchronous tasks from synchronous code
- Easy system for showing loading screens while tasks are running
Game managers allow you to split out code from your Game Instance, and unlike the native subsystems in Unreal Engine, you can implement Game Managers entirely in blueprints (no C++ needed)
On top of this, you can schedule asynchronous tasks to run inside synchronous code. Ever wished you could call Download Image from inside a UMG Get Brush callback to download user avatars on-demand? This plugin allows you to easily do that, and does so in a way to make sure only one download happens per avatar, and with the downloaded image being cached.
Finally, loading screens can be shown when asynchronous tasks are happening in the background. You can use this for everything from logging the user into a third-party service when the game starts up, to map transitions and multiplayer game connections.
Technical Details
Features:- GameManager base class that you can use to create new game managers in blueprints. Add them to your project config and easily access them from other blueprints!
- GameManagerTask base class that you can use to create new asynchronous tasks in blueprints. Schedule or queue them up from synchronous code!
- GameManagerLoadingScreen base class for creating loading screens in blueprints. Set a loading screen in your project and use it to display your own custom loading screen!
- GameManagementFramework (Runtime)
- GameManagementFrameworkEditor (Editor)
Number of C++ Classes: 6 (base classes only, no C++ knowledge is required)
Network Replicated: N/A
Supported Development Platforms: All Unreal Engine development platforms
Supported Target Build Platforms: All Unreal Engine runtime platforms