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For Unreal Engine developers

Modular game systems

A collection of composable systems for Unreal Engine projects. Choose what you need across input, character movement, abilities and combat, inventory, interaction, and squad AI. Check each product page for dependencies, examples, and feature boundaries.

Fab封面

Seven systems, chosen as needed

From core game systems and input to movement, combat, inventory, and squad AI. Open a product page for its feature scope, compatibility, docs, and demos.

Generic Game System (GGS)

Reusable building blocks for common gameplay needs, including CommonUI composition, camera modes, local-player settings, Smart Object interactions, contextual feedback, and networked downed-state recovery. Your project keeps control of its characters, rules, and final presentation.

Generic Input System (GIPS)

Uses Enhanced Input and Gameplay Tags to manage input allow/deny rules and buffering. Includes input sets, an input inspector and processors, plus StateTree workflows; your project keeps its own Input Actions and Mapping Contexts.

Generic Movement System (GMS)

Organizes movement styles, gaits, orientation, and animation layers through component-based movement definitions and Movement Sets. Character Movement Component support is established; Mover support is experimental, so check version-specific docs before integrating.

Generic Combat System (GCS)

A multiplayer combat framework built on Gameplay Ability System, connecting input, attack definitions, targeting, hit detection, projectiles, combos, and combat outcomes. Includes GIPS and GGA.

Generic Inventory System (GIS)

Connects item definitions and runtime state with containers, stacking, equipment, drops, crafting, shops, saves, and networked inventory operations. Your project controls its final UI and gameplay rules.

Generic AI System (GAIS)

Organizes player or AI intent into multi-unit commands, squads, formations, tactical assignments, and hierarchical StateTree behavior. It handles coordination and does not replace movement, combat, or animation systems.

Generic Gameplay Ability System (GGA)

Adds workflows around Unreal’s Gameplay Ability System, including granting and removing abilities, tag relationships, target presets, Effect Context data, attribute callbacks, and Blueprint/C++ tools. Unreal GAS remains the core ability runtime.

Choose the modules you need

How the systems fit your project

A modular collection built around common Unreal Engine development needs. Choose by current requirements, then check each product’s dependencies, engine version, and scope before integrating.

Choose only what you need

Select systems around the problem you are solving—from input and movement to combat, inventory, or AI. Check each product’s docs for dependencies and version requirements.

Data-driven, with extension points

Several products organize configuration with Data Assets, Gameplay Tags, or definitions and provide Blueprint or C++ extension points. The exact options vary by product.

Clear boundaries for network behavior

Some systems account for server authority or replicated state within their scope. Check the product documentation for supported features and integration requirements.

Your project owns the final experience

The systems provide reusable code, modules, and workflows. Your project keeps control of its characters, animation, UI, game rules, and final presentation.

Browse all products and docs

See each system’s feature list, engine compatibility, documentation, and demo resources.

Gameplay demos and development notes

Watch demonstrations of Generic Combat System and Generic Movement System. This recording reflects the versions shown at the time; check current features, engine compatibility, and dependencies on Fab and in the product docs.

Before you integrate

Use these answers to choose a starting point. Review each product’s documentation for complete feature and version details.

Next step

Start with the problem you’re solving

Choose a system, then review its feature scope, dependencies, and engine compatibility before planning integration.

Start with the development problem your project needs to solve. Explore the Fab catalog for full features, documentation, and demos, then decide which system fits your project.