Modular Experience System
- Unreal Engine 5
- C++
- Blueprints
- Game Features
An Unreal Engine plugin where gameplay experiences are composed through parent-child definitions, with Game Feature Actions activated and deactivated per experience.
Overview
An experience framework where gameplay experiences are composed through parent-child definitions. Game Feature Actions are activated and deactivated for each experience, and map selection, loading screens and Experience Manager setup come ready to use.
My Role
As an independent developer I designed the architecture, built the plugin and published it on Fab.
Systems I Built
Parent-Child Experiences
Experiences are composed through parent-child definitions; Game Feature Actions turn on and off per experience.
Experience Workflow
A user-facing flow with map selection, display data, extra arguments and loading screens.
Automatic Setup
The Experience Manager is set up automatically for GameState-based projects.
Full Blueprint Support
A modular loading screen system, custom editor asset factories, async Blueprint nodes and ready-to-use base classes.
Multiplayer Ready
Players who join late are registered automatically, and Game Feature Actions run separately for each world.
Technical Details
See the plugin documentation for setup, usage and examples.






