Modular Game Features | Inside Unreal

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The Game Features and Modular Gameplay plugins help developers create standalone features for their projects. Building with these plugins keeps the project’s codebase clean and readable, and avoids accidental interactions or dependencies. This week on Inside Unreal, Senior Engine Programmer Mike Beach and Lead Engine Programmer Michael Noland will help us understand and discuss these new plugins!

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0:08:22 - Begin Discussion
0:09:06 - Modular Gameplay System Overview
0:14:42 - AssetManager Integration
0:15:32 - GameFeature Actions on Activation/Deactivation
0:18:17 - Add New Pawn Ability via Blueprint in a GameFeature plugin
0:25:52 - Build your content in Isolated Silos - activate/deactivate game features easily
0:29:04 - Q: How Granular should GameFeature plugins be?
0:32:27 - Q: Can GameFeatureOne affect GameFeatureTwo?
0:33:42 - Asset Referencing Policy for GameFeature plugins
0:36:09 - GameFeature plugin is really a "Mod", not a "Plugin"
0:39:47 - How AncientGame uses GameFeature plugins
0:41:58 - How to add Adnimations to base Character
0:48:00 - AncientGame Hover Drone as an example
0:59:54 - EnhancedInput System
1:15:41 - DLC delivery methods using GameFeature plugins
1:19:39 - Q: Debugging dynamically added components?
1:23:03 - Q: Can you inherit from GameFeature plugins?
1:23:42 - Q: Data registries & what are they used for?

XistGG
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oh no, I missed vic's last inside unreal :(
all the best wishes for the new role! <3

yonjuunininjin
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This modular system sounds amazing. And the fact its built-in inside the engine is even better.

getrekt
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Take care Victor! Will miss you on these streams but excited for you and your new role!

jackj
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Accidentally letting slip the name of Lyra project :b

Simon
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7:04 Cool reference to one my favorite book series, live action series, and movie!

lionelt.
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Definitely gonna use Gameplay feature "plugout" on my next project. Enhanced input system is a must also.
Congrats on the new role Victor.

armanpakan
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Is there a discussion on how runtime deactivation should work?

If it's expected to clear a game feature on a running level (clearing components and effects of the feature), or it's going to be applied only after map transition, or we have to catch the deactivation call and handle it ourselves.

ziccodx
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i still dont understand what the difference is between Modular Gameplay Plugin and Game Feature Plugin.

davinsaputraartandgamedev
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Really didn't get enough from this, Michael mentioned this stream recently to get a better idea for Lyra, which name slip in this is funny, but this didn't help me understand starting a new experience with Game Feature Plug ins and abilities and inputs from scratch in Lyra. Hoping to find something that makes it click for me soon.

pHaace
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Hi Epic Games, long since this video was released but there is still no clear documentation about how to add levels in that way so we can add that kind of seasonal features, any plan to release it or even to officially implement it? Maybe in 5.4?

Guilgd
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so is this just a save you time thing with having stuff organised more separately or is the performance better too? i really do wish you guys would include talking about performance differences with stuff more. Love the content still though.

alistairbell
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Woah can we see the rest of that series

andrewbyrnes
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I'm wondering if there's a way to remap what classes are. In an id software engine you usually make a mod that loads on top of the base game or other mods, so zombie can be replaced by an enhanced zombie, for example. So it'd be interesting to make a mod where you say, this UCLASS is actually now remapped to this other UCLASS from my mod. And if someone loads another mod on top of that, that UCLASS is now remapped to the mod on top of that. Or some UASSET is now completely replaced by a different UASSET. Maybe it's because I've been modding doom and similar games since I was a kid, but this way of modding makes the most sense to me.

illyay
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hey there!
just wondering if any of you have been using Modular Game Features in Multiplayer, yet?
it seems to me that loading features (even via command line) in multiplayer results in weird and inconsistent behavior.

I'm looking for guidelines what to call locally and what on the client, or if it is even possible to load features only locally.

Mantikator
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Thanks for the video but we def need a clearer and more scripted tutorial on Modular features.

Tiger
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excuse me im dumb, its all fancy but why do we need it again? saving fps ?

felixmikolai
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What is "pie"? They refer to this a bunch

natestarun
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Cool! The modular game system is very interesting!

sphic
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White IDE theme... he must be an impostor

heavycoatgames