Content Management System – Unreal Engine

Content Management System – Unreal Engine
A lean C++ Experience framework for Unreal Engine 5 — Game Feature Plugin loading, primary-asset modes, and a predictable startup pipeline without a full Lyra stack.
Built for projects that want Lyra-style Experiences (data-driven game modes, GFP composition, GameFeatureActions) with a small runtime: strategy games, RPGs, city builders, and any title where maps or sessions swap modular content at load time. The plugin owns Experience resolution, GFP load/teardown, asset bundles, and load progress; you own mode data in Primary Data Assets and content in Game Feature Plugins.
Key Features
Experience Definition — USGCExperienceDefinition (Primary Asset) lists Game Feature Plugins to enable, instanced UGameFeatureAction hooks, and reusable USGCExperienceActionSet assets for shared GFP/Action bundles.
Experience Manager — USGCExperienceManagerComponent on GameState loads the Experience asset, activates GFP, runs Actions, and broadcasts OnExperienceLoaded / OnExperienceLoadFailed. Fail-fast on GFP errors; configurable load-status progress weights.
Multiplayer — Server assigns Experience and replicates ReplicatedExperienceId; clients run the same load pipeline locally when the id arrives.
Game Mode Resolution — ASGCGameModeBase resolves Experience from URL (?Experience=), ASGCWorldSettings per-map default, or USGCGameData global fallback via USGCProjectSettings.
Game Data & Asset Manager — USGCGameData primary asset for project defaults; USGCAssetManager loads GameData at startup and supports runtime primary-asset registration.
Blueprint Async — Wait For Experience Ready and Experience Load Status nodes for menus, loading screens, and gameplay gates.
Project Settings — GameData asset, bundle name, load-progress weights, and editor option to keep GFP Registered after PIE (faster iteration).
Architecture
Two modules — SGCExperienceRuntime (game) + SGCExperienceEditor (scan-rule merge for SGC Asset Manager, DataTable toolbar utility).
C++ core, Blueprint configuration — Pipeline and subsystems in C++; Experience assets, GFP, and Actions in editor assets.
No plugin content — Bring your own Experience definitions, GameData, Game Feature Plugins under Plugins/GameFeatures/, and map World Settings.
Requires Game Features, Modular Gameplay, and Data Registry (Data Registry via standard UGameFeatureAction_DataRegistrySource in GFP).
Blueprint-Friendly — Typical setup: create Experience + GameData assets, assign USGCAssetManager and GameData in Project Settings, set World Settings or URL Experience on travel, wait on Experience Ready from Blueprint.
Attention: Sample Experiences, GFP packs, and maps are not included. You provide Primary Assets (SGCExperienceDefinition, SGCGameData) and enable matching PrimaryAssetTypesToScan when using USGCAssetManager.
Technical details:
USGCExperienceManagerComponent — Experience + GFP load pipeline, Actions, load status, fail-fast errors
ASGCGameModeBase — Experience resolution (URL, World Settings, GameData fallback)
USGCAssetManager — GameData bootstrap and primary-asset helpers
USGCProjectSettings — GameData, bundle name, load progress, editor Keep GFP Registered After PIE
Code Modules:
SGCExperienceRuntime
SGCExperienceEditor
Number of Blueprints: 0
Number of C++ Classes: 11
Network Replicated: Yes (Experience id on GameState).
Supported Development Platforms:
Windows: Yes
Mac: No
Linux: No
Supported Target Build Platforms: Windows, Mac, Linux, Android, iOS
Supported Unreal Engine Versions: 5.7
Important/Additional Notes:
Requires Game Features, Modular Gameplay, and Data Registry. No sample assets or GFP content. Set AssetManagerClassName to USGCAssetManager in Project Settings.
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