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Shared Gameplay Utilities

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Created: Oct 19, 2026Updated: Oct 19, 2026

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Scope

The GenericGameSystem Runtime module also contains small utilities that can be reused across gameplay features. This page documents two capabilities visible in the current Public API; neither replaces your project's animation, target-selection, or interaction policy.

Socket Relationship Mapping

The UGGS_SocketRelationshipMapping Data Asset describes socket correspondence and adjustments between a parent mesh and target mesh assets. A relationship can be limited to specific skeletons and can store project-defined adjustments for mesh assets and socket names. Runtime callers can query it with FindSocketAdjustment or the static mapping helper.

This is useful for reusing attached-item, hit-location, or socket-offset configuration across different skeletons and meshes. Keep the Skeleton, mesh asset, and socket names consistent in the asset; the caller decides what to do when a mapping is missing.

Smart Object targeting filter

GGS_TargetingFilterTask_InteractionSmartObjects is a Targeting System filter task for interaction Smart Objects. It filters target results; it does not provide the complete scan strategy, prompt UI, or Gameplay Ability activation. After adding it to a project Targeting configuration, your interaction component and project logic still drive searches, candidate ordering, and the interaction flow.

Choosing extension points

  • Let project traces, overlaps, or Targeting configuration provide candidate search, then pass results to the interaction component.
  • Store cross-mesh socket adjustments in a Data Asset instead of scattering hard-coded offsets in character Blueprints.
  • When a utility does not cover project rules, extend it in the project module and avoid depending on GGS Private headers.