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Features

Name Description
Blueprint Abilities Modular scripted actions that can bet given to an actor to execute input event/input.
Gameplay Systems Blueprint singleton World Subsystems that can be run asynchronously.
Gameplay Modules Blueprint singleton Game Instances Subsystems.

Subsystems

Name Description Doc Status
Save Saving and loading game data. WIP
Gameplay Manage Level/World systems and gameplay with Combatants and async blueprint Gameplay Systems. Incomplete
Game Manager Manage Game Instance level systems and events with blueprint Gameplay Modules. Incomplete
Dynamic Camera Easily manage and blend between cameras automatically. Ready
BGM Play and manage music. Ready
Zone Advanced methods for handling and transitioning between Zones and Levels. Ready
Player Manage advance input and widget for a player controller using Menus and HUD Layers. Incomplete
Scripted Effects Scripted & Highly customizable effects that can be applied to a Combatant. Incomplete
Cues Actors that contain an assembly of VFX, such as particles and sounds in a single source. Incomplete

Widgets

Name Description
Menus Async full-screen widgets that recive input and trigger and ouput even on closing.
HUD Layers Full-screen widgets added onlgside gamepaly systems, acting as front-end, data display only and recieving no input.
Popups Temporary widgets that dispaly popup text/info from an on-screen actor, and auto-delete after a given time.
Data Widgets Special user widgets that can display data based on a given Source Asset.
Data Lists Widget that displays a list of Data Widgets with easy managing of input, selection, and hover events.

Components

Name Description
Combatant Gameplay component for manage Abilities, Attributes, and Effects
Leveling
Equipment
Inventory (Asset Collection)
Turn-Based Manager
Instanced Actors

Old Documentation