Version and scope
Generic Game System (GGS) 1.6 targets Unreal Engine 5.8 or later. It is a code-only plugin: it does not include a runnable sample project, character template, or UI art assets. Its modules can be adopted independently according to your project needs.
Install and enable
- Install the plugin under
Plugins/GenericGameSystem, or add it to the project through Fab. - Enable Generic Game System in the Plugins settings and make sure the dependencies declared by its descriptor are enabled: Niagara, Common UI, Enhanced Input, Modular Gameplay, Targeting System, Smart Objects, Gameplay Behaviors, and Gameplay Behavior Smart Objects.
- Restart the editor. For a C++ project, regenerate project files when needed and build the host Editor target.
- Configure only the components, data assets, widgets, and animation resources required by the systems you use. GGS does not create these project assets for you.
Choose modules by capability
Capability | Main module | Integration note |
|---|---|---|
Contextual VFX/SFX | | Add the context effect component to an actor and configure your own effect libraries. |
Camera mode stack | | Bind the component to a camera and spring arm, then set a default mode. |
CommonUI foundation | | Configure your project's UI policy, root layout, and widgets. |
Settings data and runtime management | | Register settings through the local-player subsystem; definitions can come from a Data Asset or Provider. |
Built-in settings providers | | Add the video, audio, input, accessibility, and language providers you need. |
Settings menu UI | | Depends on GSS and GUIS to present the settings registry in a CommonUI menu. |
Smart Object interaction, ragdoll, and utilities | | Integrate the relevant component, Ability, or utility into your character and gameplay flow. |
C++ module dependencies
Add the GGS module you use to your module's Build.cs. Use PublicDependencyModuleNames when a public header exposes that type; use PrivateDependencyModuleNames when it appears only in private implementation files. Avoid depending on every GGS module just to call one system.
PrivateDependencyModuleNames.AddRange(new[]
{
"GenericCameraSystem"
});This example applies only when the dependency is used by private implementation code. Use the plugin descriptor and each module's Build.cs as the source of truth for module and engine-plugin dependencies.
After integration
- Confirm the project uses UE 5.8+ and the host Editor target builds.
- Configure the default classes, providers, effect libraries, or UI policy required by the systems you adopted.
- For multiplayer interaction and ragdoll flows, check server state and owner/remote-client presentation separately.
- Enable only the systems your project uses. Your project still owns its characters, animation, rules, input mappings, UI presentation, and content assets.
Continue with the camera, context effects, UI, settings, interaction, ragdoll, and shared gameplay utility topics.
Next steps
Review the Feature List, then choose the Camera System, Context Effects System, UI System, Interaction System, Settings System, Ragdoll and Recovery, or Shared Gameplay Utilities guide that fits your project. See also Best Practices and the FAQ.