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Gameplay Location

Introduces FGameplayLocation and FGameplayLocationContainer
⮑ Branch 5.0
Use case
Gameplay • Project boilerplate
Module specifications
Runtime • Default Loading Phase
Modules
Dependencies

Test

Create your Gameplay Locations

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Reuse your Gameplay Locations

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Scale your global design system across teams and producs

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Plugin overview

⮑ Branch 5.0

A Gameplay Location is a structure that contains a gameplay tag and a weak pointer to an object implementing IGameplayLocationQuerier. It represents a description to a location that can dynamically be resolved (on-demand) on the context object it carries.

IGameplayLocationQuerier has one BlueprintNativeEvent called ResolveGameplayLocation, taking a FGameplayTag and returning an FVector. Classes that implement IGameplayLocationQuerier first:

Specify which tags they resolve in the plugin’s settings area inside Project Settings.

Define the implementation for those tags inside ResolveGameplayLocation.

When a class specifies the tags it resolves, instances of that class are always expected to fulfil those requirements by appropriately considering those tags as argument inside ResolveGameplayLocation. Using a switch statement is recommended.

The blueprint-callable methods of GameplayLocationStatics can be used to:
Test whether an object resolves a given gameplay tag just from its soft class.
Make an outgoing Gameplay Location.
Resolve a Gameplay Location

Plugin overview

⮑ Branch 5.0

A Gameplay Location is a structure that contains a gameplay tag and a weak pointer to an object implementing IGameplayLocationQuerier. It represents a description to a location that can dynamically be resolved (on-demand) on the context object it carries.

IGameplayLocationQuerier has one BlueprintNativeEvent called ResolveGameplayLocation, taking a FGameplayTag and returning an FVector. Classes that implement IGameplayLocationQuerier first

Specify which tags they resolve in the plugin’s settings area inside Project Settings.
Define the implementation for those tags inside ResolveGameplayLocation.

When a class specifies the tags it resolves, instances of that class are always expected to fulfil those requirements by appropriately considering those tags as argument inside ResolveGameplayLocation. Using a switch statement is recommended.

The methods around Gameplay Location Manager can be used to:
Test whether an object resolves a given gameplay tag just from its soft class.
Make an outgoing Gameplay Location.
Resolve a Gameplay Location
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