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Unreal Gameplay Systems

Plugin Overview
Game Systems plugin is a plugin featuring multiple systems integrated with each other, based on blueprints and C++.

1. Blueprint based ability system, supports the following:  
    #. AOEs around the caster character.
    #. Buffs.
    #. Debuffs.
    #. Projectiles.
    #. Ranged AOEs (AOEs around the target).
    #. Ability items (scrolls), which upon usage, fire the specified ability.
The system can be used by both the player and the AI (in the demo we have 2 NPC’s using the system).

2. Dialog system, which uses behavior trees to run the dialog. Supports the following:
    #. Say a line to the player.
    #. Ask question with multiple possible answers.
    #. Check which response was selected.
    #. Say a line only once (this line will never be said again).
    #. Give a quest.
    #. Check if player has the specified quest.
    #. Check if a quest is complete.
    #. Hand reward for a quest.
    #. Take an item from player’s inventory.

3. Equipment system, which is integrated as part of the inventory system (all the equipment is taken/returned to the inventory). Supports the following:
    #. Showing the player’s character and rotating its preview.
    #. Equipping / unequipping items using the character window. Each category (for example head armor) sees the item that fits it from the inventory.
    #. Supports both skeletal mesh and static mesh.
    #. Applying stats when equipping items.

4. Hud.
5. Main menu and pause menu.
6. Graphical options menu, including super-sampling and rescaling the HUD size.
7. Inventory system, supports the following:
    #. Picking up items.
    #. Using items.
    #. Destroying items.
    #. Splitting item stacks.
    #. Chests that are saved in save game (when player loads, the chest will be emptied out).
    #. Non-saved chests.
    #. Synced storage (if player opens storage of same class in different locations, they will all have same contents, can see in demo example, we placed storage in 3 places, 2 in same level and
1 more in other level).
    #. Sorting by name/sell value/gap removal (just removes the gaps in inventory).
    #. Auto-stacking items.
    #. Searching the inventory using item name.
    #. Items hot bar, which allows the player to use items directly without opening the inventory.
    #. Currency, including currency transfer to storage / from storage.
    #. All the widgets with slider and text box allow to specify the amount using the slider or by typing the amount directly into the text box. The slider and text box are synced.

8. Key bindings system, which allows the player to rebind keys for various actions. The system supports the following:
   #. Up to 2 keys per action/axis, main and secondary.
   #. Various HUD elements change based on the current binding, for example, the action bar will change the displayed key based on the key selected by the player.
   #. Clearing a key.
   #. Ensures keys are unique, no two actions can have the same key.
   #. Keys can be restored to default bindings.

9. Quest system, supporting the following:
   #. Interaction quests (interact with the given target).
   #. Collection quests (collect the given item). Removes the required items from inventory once the quest is complete.
   #. Location quests (get to the indicated location).
   #. Killing quests (kill the specified target). Targets can be killed before quest accepted, and quest will correctly update.
   #. Quests can be multi-level, meaning, quest starts in map A and continues to map B (we have example of such quest in demo).
   #. Quest selection. If an NPC has multiple quests to hand, it’s possible to select which one you want to take first.
   #. Quests can have either simple menu of accept/reject or be combined with dialog (both exist as example in the demo).
   #. Quest markers indicating the objective.

10. Shop system, supports the following:
   #. Buying and selling items. Items can be infinite stock or finite stock.
   #. Items buy back.
   #. Bulk items purchase (allows to specify how many items to buy).
   #. Inventory management while inside the store.

11. Skill system, supports the following:
   #. Perk points.
   #. Skills that require 1 or more pre-requisites.
   #. Integrated with other systems, for example, can give a new ability (can see in demo).

12. XP system which supports leveling up and giving level up rewards.
13. Saving and loading system, which saves all the systems we have specified here.
14. All the systems support map transitions (can be seen in the demo).
Example 1 of Game Systems Plugin.Example 2 of Game Systems Plugin.Example 3 of Game Systems Plugin.Example 4 of Game Systems Plugin.Example 5 of Game Systems Plugin.Example 6 of Game Systems Plugin.Example 7 of Game Systems Plugin.Example 8 of Game Systems Plugin.Example 9 of Game Systems Plugin.Example 10 of Game Systems Plugin.Example 13 of Game Systems Plugin.Example 11 of Game Systems Plugin.Example 12 of Game Systems Plugin.