Check the distribution boundary first
The Generic Game System Unreal plugin itself is code-only. Companion content is available only as a bonus with the purchase of my other paid products.
Find content by system
System | Current project directory and representative assets | Purpose / entry point |
|---|---|---|
Camera core | | Top-down camera, camera pawn, and zoom examples. |
Camera extras | | Third-person, ADS, ability-state, and view-direction mode examples. |
Context Effects core | | Footstep context setup and animation event examples; AnimModifiers also contains Horse variants. |
Context Effects libraries | | Inspectable effect libraries and example configuration; dependencies and content remain project-owned. |
Interaction | | Example Gameplay Ability, Targeting Preset, and interaction prompt Widget. Project-side trace/overlap logic still supplies candidate discovery. |
Settings | | Root settings definition and video, audio, input, accessibility, and language Provider examples. |
Settings menu | | Companion project's settings menu and panel Widgets. Continue with the Settings System. |
UI | | UIPolicy, layout, HUD, and generic pause-menu examples. Continue with the UI System. |
UI style | | Default theme asset in the companion project. |
Read the system guides for Camera, Context Effects, Interaction, and Settings.
Use the assets in your project
- Open the GenericGame project that contains the companion content, then expand
/Game/GenericGame/CommonSystemin the Content Browser. - Inspect dependencies for the relevant Blueprints, Data Assets, Widgets, and effect libraries before copying, migrating, or adapting them as project assets. A content path does not make an asset a runtime dependency of the plugin.
- If your project has only the plugin code, create project-owned assets by following the system guides. GenericGameSystemEditor exposes several asset-creation workflows, but those tools do not install the full companion content set.
Asset paths can change between companion-project versions. If a path is absent in your project, check that project's Content Browser and version notes.