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Game Management Framework

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

  • 지원 플랫폼
  • 지원 엔진 버전
    4.25 - 4.27, 5.0
  • 다운로드 유형
    엔진 플러그인
    이 제품은 코드 플러그인과 함께 미리 빌드한 바이너리와 언리얼 엔진에 통합되는 모든 소스 코드를 포함하고 있으며 원하시는 엔진 버전에 설치하여 프로젝트에 따라 활성화할 수 있습니다.

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.

기술적 세부사항


  •  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 development platforms

Supported Target Build Platforms: All Unreal Engine runtime platforms

Documentation: Website

Example Project: Website

Product Support: To access support, upload your receipt to the License Manager. You will then be able to access support on Discord.

Refund Policy: View on our website