[RELEASE] Gameplay Feedbacks Plugin

Gameplay Feedbacks is a plugin created to deliver on-demand visual, auditory and haptic feedbacks in response to player actions, events, or various gameplay mechanics. It is a modular, user-friendly, and highly extensible system designed for seamless integration and customization with both C++ and Blueprints.

Documentation | Demo | Demo Source Project | Video Showcase

Who's it for?

The Gameplay Feedbacks plugin is designed for:

Game developers and technical artists both experienced and novice, who want to enhance the player experience by adding immersive feedback effects to their games. It provides a user-friendly interface and extensive documentation to facilitate the integration of feedbacks into your projects.

Game Designers that want to add juiciness and game feel to their games, by providing a wide range of feedbacks that can be easily configured and customized to suit their specific needs.

Game programmers who want a strong and flexible framework to implement feedbacks in their games, with the ability to extend and customize the system to meet their specific requirements both in C++ and Blueprints.

What's inside?

50+ built-in feedbacks: the plugin comes with a wide variety of pre-built feedbacks that cover most of the common gameplay scenarios, such as transform effects, sound, and haptic feedbacks.

Modular and extensible architecture: the framework is designed to be modular and extensible, allowing developers to easily add new feedbacks or modify existing ones to suit their specific needs.

Custom tick system: the framework includes a custom tick system that allows feedbacks to be updated independently of the game's main tick, ensuring smooth and responsive feedbacks even in performance-critical situations.

Global feedbacks management: the framework provides a dedicated Subsystem that allows developers to easily broadcast feedbacks to multiple actors or components at once.

Photosensitivity support: the framework includes a dedicated Subsystem that allows for filtering feedbacks based on their photosensitivity level, ensuring that players with photosensitivity issues can enjoy the game without discomfort.

Note: This plug-in is currently in beta version. While the beta lasts, it is sold at a discounted price.

Version 0.4.0-beta has just been released:

  • [Added]: Dynamic Material Scalar Property and Dynamic Material Vector Property feedbacks for manipulating dynamic material properties.
  • [BugFix]: Rename UBaseUserWidgetTickableLinearColorFeedback as it included a typo.
  • [BugFix]: Add BlueprintImplementableEvent functions to UBlueprintBaseComponentTickableFloatFeedback, UBlueprintBaseComponentTickableVectorFeedback, and UBlueprintBaseComponentTickableColorFeedback.

Here’s a quick demo on the Dynamic Material feedbacks in action:

YouTube Video

Version 0.5.0-beta has just been released:

Changelog:

  • [Added] Android platform compatibility.
  • [Added] UAddForceFeedback for applying forces over time to physics objects.
  • [Improved] UFastNoiseFunctionDataAsset improves memory management and data packaging.
  • [Improved] UVibrationFeedback now supports stop actions.
  • [Improved] UObjectActorPool handles ticking enabling/disabling for Actors and Components.
  • [Improved] UGameplayFeedbacksTickSubsystem now supports advance animations using elapsed world time.
  • [Improved] Updated Penner easing functions to make them compatible with Android packaging.
  • [BugFix] UDynamicActorPool properly initializes the pool when it is already initialized.
  • [BugFix] UVibrationFeedback did not properly initialize bPlayWhilePaused property.
  • [BugFix] Add a check during the Tick function to ensure UGameplayFeedbacksTickSubsystem pauses the timer if no animation is playing.
  • [BugFix] Make UGameplayFeedbacksTickSubsystem animation arrays UPROPERTY() to ensure proper garbage collection.
  • [BugFix] Defer animation mutations during UGameplayFeedbacksTickSubsystem ticking.

YouTube Video