Game Management Framework

Redpoint Games - Jun 17, 2020

Plugin for building subsystems in blueprints, asynchronous tasks in synchronous code, and loading screens.

  • Supported Platforms
  • Supported Engine Versions
  • Download Type
    Engine Plugin
    This product contains a code plugin, complete with pre-built binaries and all its source code that integrates with Unreal Engine, which can be installed to an engine version of your choice then enabled on a per-project basis.

This plugin provides 3 features to make it easier to build scalable Unreal Engine games:

  • Building subsystems in blueprints (Game Managers)
  • Call asynchronous tasks from synchronous code
  • Easy system for showing loading screens while tasks are running

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.

Technical Details


  •  GameManager base class that you can use to create new game managers in blueprints. Add them to your project config and easily access them from other blueprints!
  •  GameManagerTask base class that you can use to create new asynchronous tasks in blueprints. Schedule or queue them up from synchronous code!
  •  GameManagerLoadingScreen base class for creating loading screens in blueprints. Set a loading screen in your project and use it to display your own custom loading screen!

Code Modules:

  •  GameManagementFramework (Runtime)
  •  GameManagementFrameworkEditor (Editor)

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: