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Gameplay Customization - Replicated In-Game Generic Attachment System

Fully Blueprint Exposed, Replicated Generic customization system for Any In-Game Customization items.

  • 지원 플랫폼
  • 지원 엔진 버전
    5.2 - 5.3
  • 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.


2024.1.6 Fix async load custom instance node lifetime.

2023.12.4 Add a default asset manager that called InitGlobalData of Gameplay Customization Manager to initialize.It's Necessary,Please see TECHNICAL INFORMATION below


Temporary API Description: Gameplay Customization - Basic Tutorial of Structure & APIs. - YouTube

Sample Project (5.3,the Plugin needed!):


This plugin is meant to aid you create a reliable customization/attachment system from Blueprint or C++ (No need to touch C++). If you're creating a game with customization, This gonna be help, or you're creating a customization system in a FPS game. This gonna be very useful. You only need to implement UI functionality with this plugin.

An advanced GameplayTag based customization system. Automatically async/sync load/unload assets, Customization Manager,Extensible Customization Fragments(Built-in fragments for stickers and meshes).Multiplayer Ready! FastArraySerializer...

기술적 세부사항


  • Multiplayer Ready
  • Generic, No Restrictive, Component-Based
  • Async loading manager
  • New "Fragments" system to extend custom objects without coupling
  • Lightwight UObject-based custom objects for better performance
  • Easy to use
  • Blueprint exposed
  • Compatibility System
  • Data Driven

Code Modules:

  •  GameplayCustomization [RUNTIME]

Number of Blueprints: 0 (will be add in sample project)

Number of C++ Classes:15

Network Replicated: Yes

Supported Development Platforms: Win64,MacOS

Supported Target Build Platforms: Win64,MacOS

Important/Additional Notes:

Important : Remember to select CustomizationAssetManager to your AssetManager(In project setting)If you have your own asset manager,just call UGameplayCustomizationGlobals::Get().InitGlobalData(); after void YOURASSETMANAGER::StartInitialLoading()This is necessary to initialize gameplay customization manager,or some features will not be work!

If you want to access advanced features of gameplay customization manager,Documentation is necessary.Remember to enable replicates(enable bReplicateUseSubobjectList also recommend) in your actor that added GameplayCustomizationComponent if you would like to enable multiplayer support.

About the assets in sample project : AK Guns Asset Pack by styloo ( Extended Attachments : made by my friend Winnie. really thanks!