NOTE: OGF is desgined as an alternative to UE's "Gameplay Ability System". While not technically incompatible, it is NOT recommended to have both active in a project.
| Name | Type | Description | Doc Status | |
|---|---|---|---|---|
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Game Manager | Game Instance | Create & manage Gameplay Modules, & Fire Global Events | ✅READY |
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Save | Game Instance | Save and Load the Active & Global game data. | ✅READY |
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Gameplay | World | Create & manage Gameplay Systems. | ✅READY |
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Player | Player | Player-specific subsystem for handling UI and input. | 🟡WIP |
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Zone | World | Subsytem for managing between level zones & transitioning between levels. | ✅READY |
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Dynamic Camera | World | Subsystem for dynamically blending between various cameras based on a priority list. | 🟡WIP |
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Data Item | Game Instance | DataAssets with modular traits that can be accessed or effect an actor. | ❌Incomplete |
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Game Preferences | Game Instance | User-specific prefernced that can be edited and saved as a FVector in the Game or Global saves. |
✅READY |
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BGM | World | Subsytem for playing and managing BGM (music). | 🟡WIP |
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Message | Game Instance | Fire & Log FText messages for gameplay purposes. |
🟡WIP |
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Linear Events | World | Run & manage Linear Events graphs for linear data-driven, async gamepaly events. | ✅READY |
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Flow | World | Run & manage FlowAsset graphs for branching data-drive, async gamepaly events. | ❌Incomplete |
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Mods | Game Instance | Load .lua and Override files from the Mods folder |
🟡WIP |
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Lua | Game Instance | Runing local lua files | 🟡WIP |
| Name | Description | Doc Status | |
|---|---|---|---|
| Combatant | Manage Attributes & Abilites as well as recieve Gameplay Effects | 🟡WIP | |
| Combatant Extension | Add additionally functionallity relevant to the Combatant Component. |
🟡WIP | |
| Actor State | Save a Gameplay Tag as an actor state, that will be reloaded when the actor or game is reloaded. |
❌Incomplete | |
| Actor Targeting | Add actors to a registry list and cycle through them to get a "target" actor. | 🟡WIP | |
| Combat Encounter | Creates a Stage and Encounter instance ofr handling gameplay encoutners involving combatants. |
❌Incomplete | |
| Equipment | "Equip" Data Assets to slots, with options to have the equipment modify combatant skills & attributes. |
🟡WIP | |
| Gameplay Systems | Activates a list of gameplay systems which are deactivated upon the component's destruction. | 🟡WIP | |
| Instanced Actor | Creates instances of an actor, using the same functionality with different context objects. | 🟡WIP | |
| Inventory | Add and store an int32 count of Data Assets. |
❌Incomplete | |
| Leveling | Add XP and calculate a level/rank for a an actor based on a custom curve asset. | 🟡WIP | |
| Skin | For Modular Characters. Creates a child actor to a Character, binding all it's SkeletalMeshComponents to the owning character's AnimInstance. |
❌Incomplete | |
| Subscript | A simple ECS-style component. Add extra custom functionality to an actor from a instanced subscript or CollectionAsset of subscripts. |
❌Incomplete | |
| Tool Actor | Cycle through a list of actors that can be activated and play montage animations. | ❌Incomplete | |
| Quest | Create & save a state of a list of gameplay events. | ❌Incomplete | |
| Turn Manager | Registers & generates a turn-order for a list of combatants, using a custom ability to manage a turn. | ❌Incomplete | |
| Zone Entity | Registers this actor to the Zone Subsystem, allowing them to be dispalyed in a minimap. |
🟡WIP | |
| Grid3D | Create a grid of 3D Tile Actors in the world space. | ❌Incomplete |
| Name | Description | Doc Status | |
|---|---|---|---|
| Abilities | Modular gameplay actions managed and executed by a CombatantComponent. |
❌Incomplete | |
| Environment | Actor containing components for lighting and tening a level. (I.E. Atmopshere, Clouds, Fog, SkyLight, DirectionalLight, PostProcess etc.) |
❌Incomplete | |
| Combatant Selector | Pawn for inputing and selecting from a list of combatants. | ❌Incomplete | |
| Gameplay Effect | Actor attached to a CombatantComponent to modify it's status and behavior. |
❌Incomplete | |
| Gameplay Cue | Cosmetic-only actor containing a Niagara & Audio component. |
❌Incomplete | |
| Bullet | Projectile that applies effects when hitting a combatant. | ❌Incomplete | |
| Advanced Volume | Advanced Volume actor utilizing color, icon, and text. | ❌Incomplete | |
| Pickup | Actor that plays an effect when overlaping with the player, and is then destroyed. | ❌Incomplete | |
| Randomized Mesh | Randomly selects a mesh to display & offset from a int32 seed, which can be determined by the actors world position. | ❌Incomplete |
| Name | Description | Doc Status | |
|---|---|---|---|
| Scripted Effects | Apply effects to a combatant from a data script. | ❌Incomplete | |
| Animation Emotes | A DataAsset that playes an anim montage on a character, determined based the character's anim instance. |
❌Incomplete | |
| Object Sorter | Sort and Filter an array of UObjects with a Sorter Asset. | ❌Incomplete | |
| Scripted Trace | Run a single or multi trace from a script. | ❌Incomplete | |
| Tag Events | Fire nont-specific GameplayTag-based events on an actor or group of actors. |
❌Incomplete |
| Name | Description | Doc Status | |
|---|---|---|---|
| Data Widgets | Display data from a given 'source asset' object. | ❌Incomplete | |
| Data Lists | Displays a list of Data Widgets from an object array, aligning them based on a layout script. |
❌Incomplete | |
| Data Tooltip | Hover tooltip for Data Widgets. |
❌Incomplete | |
| Menu | Async widget that allows for player input. | ❌Incomplete | |
| HUD Layer | Non-interactive widget typically activated with GameplaySystems, intend to display gameplay data. |
❌Incomplete | |
| Popups | A widget with a lifetime spawn based on a world position and display custom text/input data. | ❌Incomplete |













