Game State Management Plugin
A simple and elegant way to control and manage a custom state machine designed to orchestrate your game logic.
Ideal For:
Day/Night Cycles
Game Stages or Levels
Connecting Narrative Choices to Gameplay Consequences
Layout your states as individual pillars, each with its own functionality, tags, and events. Use the Game State Management Component to control when and how transitions occur.
Key Features
Modular State System – Create reusable UStateObjects for global or player-specific logic.
Nested State Support – Root/master states can contain multiple internal states for complex workflows.
Leaf States – Lightweight states with no children for simple transitions.
Flag-Based Control – Built-in EStateFlags for active, entry, exit, and paused states.
Event-Driven Transitions – Blueprint-assignable events on enter, update, and exit.
Tag-Based State Queries – Organize and retrieve states via FGameplayTag queries.
Blueprint & C++ Compatible – Full access to state logic in both C++ and Blueprints.
Transition Proxy System – Asynchronous state transition handling with delegate events.
Flexible Use Cases – Perfect for experiments, global systems, environmental management, or day/night cycles.
Lightweight & Extensible – Minimal overhead and easy to extend for custom gameplay logic.