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Feature List

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Author

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Created: Sep 08, 2026Updated: Oct 19, 2026

Table of contents

What You Can Build

Generic Game System provides reusable gameplay infrastructure for context-aware feedback, camera modes, CommonUI, local-player settings, Smart Object interaction, and network-aware ragdoll recovery. It reduces repeated foundation work without taking ownership of your characters, rules, UI art, or final presentation.

Existing content in the companion project

This feature list describes the capabilities and contracts supplied by the plugin modules. The current GenericGame project also contains a substantial set of project assets: third-person and ADS camera modes; footstep Anim Modifiers, notifies, and several effect libraries; an interaction Ability, Targeting Preset, and prompt Widget; and settings providers, menus, layouts, HUDs, and a theme. These project assets are not inside the code plugin's Content. See Companion Project Content and Example Assets for paths and distribution boundaries.

Gameplay Patterns You Can Build

  • Footstep, landing, hit, and ability feedback that changes with surfaces, tags, and actor state
  • Camera modes for exploration, aiming, interaction, vehicles, or abilities
  • HUDs, menus, prompts, and modals that gameplay features can contribute to dynamically
  • Video, audio, input, accessibility, and language settings with apply / cancel behavior
  • Smart Object driven doors, terminals, stations, pickups, or contextual interactions
  • Multiplayer ragdoll, remote pose correction, and project-defined recovery presentation

Context Feedback and Cameras

  • Select VFX/SFX through gameplay meaning. Context Effect libraries choose Niagara and audio effects from Gameplay Tags and physical surface mapping.
  • Let actor state contribute feedback context. Optional tag providers allow the owner's current gameplay state to influence effect selection.
  • Organize view behavior as blended modes. Camera Mode stack supports pushing, blending, querying active mode, and extending project camera rules.
  • Handle nearby geometry. Penetration avoidance mode provides collision checks, predictive avoidance, and feeler configuration; concrete view calculation remains project-owned.

CommonUI, Settings, and Local-Player Preferences

  • Structure UI flows with layouts and layers. UI Policy, layouts, activatable widgets, modal types, and async actions support HUDs, menus, layered content, and modal presentation.
  • Let gameplay features contribute UI safely. Tag-based extension points accept contributions with context, priority, and data type, then remove them through handles.
  • Build settings with apply and cancel. Settings registries, providers, values, conditions, and accessors support tracked baselines, Apply, Cancel, and save behavior.
  • Cover common preference categories. Video, audio, input, accessibility, and language providers give reusable entries; your project decides how those preferences affect systems.
  • Reuse CommonUI settings entries. Discrete, scalar, action, and navigation entries can compose menus, panels, detail areas, and top-level tabs.

Smart Object Interaction and Ragdoll Recovery

  • Represent selectable world interactions. Interaction definitions provide display text, input-action data, and lifecycle callbacks.
  • Keep multiplayer authority clear. Interaction components manage server-owned candidate / option state while replicating owner-facing presentation state.
  • Run claimed Smart Objects through Gameplay Behavior. An ability task executes behavior, releases the slot, and stops when behavior completes or becomes invalid.
  • Enter ragdoll through the correct network path. Local requests resolve through Server RPC and reliable multicast state changes.
  • Synchronize remote ragdoll presentation. A replicated pelvis target supports remote pose correction, while projects override get-up selection and allowed conditions.

Boundaries to Design Around

  • GGS is an infrastructure package, not a complete character, game mode, UI skin, or finished camera template.
  • UI style, character animation, interaction search rules, preference effects, and final gameplay rules remain project-owned.
  • Some interaction paths depend on Smart Objects, Gameplay Behaviors, or GAS-related engine features; enable the relevant dependencies for your project workflow.