While it’s awesome that Epic are including functionality for prototyping, I’d strongly recommend you roll functionality yourself for production (unless you’re willing to make engine code changes). Why? First of all, it’s trivial code to write. Second, it’s arguably the most important code in your game (since it differentiates your gameplay mechanics from competitors). Third, it leaves you in full control of the gameplay system so you can do as much weird nasty stuff to it as you like, so when that designer says “Hey we need one quest to do X to your stamina if you’ve got weapon equipped”, you’re able to accomodate that request. Fourth, it ensures you have a full and complete understanding of the code, reducing the likelihood of bugs and speeding up debugging time later in the project. My experience with out-of-the-box gameplay solutions like these is that they offer a great amount of functionality for quick prototyping, but lack the fine details and lesser-used functionality that you’ll need to ship a game, plus they weren’t really difficult to implement anyway, so it’s a wasted effort learning the system - just roll your own. There are some parts of a game where it makes sense to use an engine, but IMHO isn’t one of them. Just my 2c of course.