AngeIV - 5月 4, 2021

Set of c++ components to solve common gameplay problems and manage multiplayer features.

  • 支持的平台
  • 支持的引擎版本
    4.25 - 4.26
  • 下载类型

AGR – AngeIV’s “Advanced Game Ready” components is a system born out of years of development experience, as a set of components and functions that contain a set of repeating elements of gameplay mechanics, multiplayer features, and solve common problems.

Created based on 6 years of experience with UE4, with a passionate and dedicated community of senior developers over discord.

The project is free and driven entirely by the voluntary support of patreons.



V 1.0

AGR Animation System:

  • AGR Anim Master – character component that completes the character movement component and manages the replication of states.
  • AGR Core Anim Instance – animation instance class that reads the value from character movement component as well as AGR Anim Master, and calculates most variables for locomotion you will ever need.
  • AGR Character – standard character class with AGR Anim Master and some default settings changed into what we believe should be the real defaults. Not a must for workflow with an animation system.

V 2.0

AGR Sound system:

  • AGR Sound Master – Component responsible for managing footstep sounds, volume, notifications, and particle effects. Can manage footsteps without notifications.
  • Footstep Config DataAsset - Stores configuration for a set of behavior for footsteps.
  • AGR Footstep Notify - Triggers notifications for Sound Master Component.


Works very well with other systems. Doesn’t require to reparent your classes.

This pack will grow over time with new components added to the family. In plans for the near future are:

  • Input buffer / Action manager
  • Precise collision manager
  • Combat Manager (combo manager)
  • Items, Inventory & Equipment
  • AI templates


Important notice:

The system is created mostly for intermediate and advanced users of unreal engine 4. 1 year of experience is advised. However, we're putting much effort to make the workflow easier for new users via the plugins. It can still be intimidating for someone who doesn’t have basic experience with the engine and its core elements.


 Special Thanks:

  • duxart – for creating the logo
  • geno, OneSilverLeaf, Mhmd Rida for transferring BP into elegant code
  • xLilGothBoo, Scorpius_29R, Doogymoogy, .WafferX – our community moderator team
  • Karolina M. Kulikowska for supporting me for all the years when I was ready to give up :)

And all the supporters:

  • Michael Milne, DarkMoon, James Stanley, Doogymoogy,
  • Daquan Sease Thomas F. Anderson V Kum Bosse Erichsen Raymond Ostapowycz Ted Soper SuperMarine Games Mickael Daniel Yaki Studios alessandro agostini Maxime Moritz Naser Tim Lau Bence Kovacs jjskora  thejobycat Auxeva Aleksandr Grigorjev mikey wilson Jacques Geldenhuys Joost Boelsma Chen Jason

This project would not exist if not for those awesome people! Thank you!



  •  AGR Anim Master
  • AGR Core Anim Instance
  • AGR character

Code Modules:

  •  AGR PRO (Runtime)

Number of Blueprints: 0

Number of C++ Classes: 7

Network Replicated: Yes

Supported Development Platforms: Windows (not tested on others)

Supported Target Build Platforms: Win64, Win32, Mac, IOS, Android, PS4, XboxOne, Linux, Switch

Documentation: YouTube Tutorials

Example Project: none

Important/Additional Notes: Newest version will support only the 2 newest versions of the engine.