Plugin for building subsystems in blueprints, asynchronous tasks in synchronous code, and loading screens.
This plugin provides 3 features to make it easier to build scalable Unreal Engine games:
Game managers allow you to split out code from your Game Instance, and unlike the native subsystems in Unreal Engine, you can implement Game Managers entirely in blueprints (no C++ needed)
On top of this, you can schedule asynchronous tasks to run inside synchronous code. Ever wished you could call Download Image from inside a UMG Get Brush callback to download user avatars on-demand? This plugin allows you to easily do that, and does so in a way to make sure only one download happens per avatar, and with the downloaded image being cached.
Finally, loading screens can be shown when asynchronous tasks are happening in the background. You can use this for everything from logging the user into a third-party service when the game starts up, to map transitions and multiplayer game connections.
Source Code Access
If you have purchased a license to use Game Management Framework, you gain access to the source code repository we use to develop the software by uploading your Marketplace receipt to the License Manager. You will then be able to access the source code on GitLab.
Number of Blueprints: 3
Number of C++ Classes: 6 (base classes only, no C++ knowledge is required)
Network Replicated: N/A
Supported Development Platforms: All Unreal Engine 4 development platforms
Supported Target Build Platforms: All Unreal Engine 4 runtime platforms
Example Project: https://gitlab.com/redpointgames/game-management-framework-demo/