Gameplay Framework
The base of every UE project: actors, components, lifecycle, tick, input, AI.
This is the layer of Unreal Engine that all game logic rests on.
- Actors
- Components
- Controllers
GameModePlayerState
These classes determine how objects exist in the world, how they communicate, and which class is responsible for what.
This is not abstract “architecture”. These are actual C++ classes with a concrete lifecycle, initialization order, and set of rules.
Why it matters
Most of the bugs I see do not come from gaps in rendering or physics knowledge. They come from misusing the Gameplay Framework:
- a component assumes its owner is fully initialized by the time
BeginPlayruns, - the wrong tick order causes a one-frame delay,
- logic lands in
GameModeinstead ofGameState, because “it had to go somewhere.”
A solid understanding of this layer saves hours of debugging and makes the systems built on top of it β AI, input, replication β behave the way they should.
What lives here
I write about things I run into in practice. I do not rewrite the documentation. If something is here, it is usually because it bit me once or cost more time than it should have.
No entries match the active filters.