更新日志

The documentation of Generic Game Framework.

Cover.GGS
罗传月武(YueWu)

Author

罗传月武(YueWu)

专注游戏开发和Web技术。

Created: Apr 15, 2025Updated: Sep 09, 2026

Table of contents

Overview

The GGS 1.5 update focuses on improving development workflows and interoperability with other systems, while further enhancing GGS's flexibility and general-purpose capabilities.

The Generic Inventory System (GIS) remains focused specifically on inventory-related functionality, while its multiplayer interactions and cross-platform UI are built entirely on top of GGS's Interaction and UI modules.

  • Documentation Improvements: Added more English and Chinese comments throughout the system and expanded the online documentation.
  • Free Plugin: GGS is completely free. If you find it useful, please consider leaving a rating on Fab to support continued development!

Game System

New Features

  • SocketRelationship System: A data-driven system for managing relative Transform corrections when attaching different Meshes to different sockets on a Skeletal Mesh. This avoids the need to manually create large numbers of sockets for different weapons or equipment.
  • Interaction System: The interaction system based on SmartObject, GameplayBehavior, and GameplayAbility is now production-ready. A wide range of practical examples are available in the companion project for the Generic Inventory System.

Documentation

  • Interaction System documentation is now available.

Notes

  • Since GGS 1.3, the new GenericGameSystem module has been introduced, which currently contains the Interaction System.
  • Existing modules will remain stable, while future general-purpose features, such as utility functions, will primarily be added to this module.

UI System

New Features

  • GUIS_UserWidgetInterface: Standard UserWidget classes can now implement this interface to gain activation and deactivation behavior similar to CommonActivatableWidget. It also supports setting and retrieving the Actor that logically owns the widget. When widgets are registered or unregistered with the UI Extension System, activation events can be used to handle related logic.
  • UIContext System: Introduces UObject-based context data for individual LocalPlayer instances, simplifying communication and parameter passing between different UI components.

Improvements

  • UIAction Registration: The API signature has been updated and now requires a LocalPlayer parameter. Deprecated API warnings may appear after upgrading.
  • GUIS_ListEntry: Now based on CommonButton, allowing it to work more seamlessly with CommonListView and CommonTileView.

Deprecated

  • TabDefinition: Replaced by the TabDescriptor struct instead of using a UObject-based definition, reducing unnecessary complexity.

Refactoring

  • UIActionDefinition: Configuration parameters have been moved into UIAction. Since UIAction is an instanced object capable of handling both configuration and logic, the redundant definition layer has been removed.

Fixes

  • GUIS_GameUIExtHandle: Fixed an issue where UI elements could not be registered correctly.

Scenario Effect System

New Features — In Development

  • CameraShake Support: The Scenario Effect Library is being expanded to dynamically play VFX, SFX, and CameraShake effects based on Gameplay Tags, further improving its flexibility and general-purpose usability.

Notes

  • This functionality is still under development and is expected to be completed in a future release.

Additional Notes

  • GIS Integration: The multiplayer interaction and cross-platform UI systems in the Generic Inventory System are built on top of GGS's Interaction and UI modules, demonstrating GGS's flexibility and adaptability across different gameplay systems.
  • Documentation Improvements: The online documentation has been expanded, with additional code comments added to improve readability and maintainability.