I mean, I’m starting developing a game and I was told to use Lyra. Seems fair but why is Lyra modular experience system is not part of a official unreal plugin? Is it something like beta? Should I just copy paste all the code in my project and change the Lyra prefix on all classes, that’s it?
Lyra is, to quote UE docs “a learning resource designed as a sample game project to help you understand the frameworks of Unreal Engine”. In other words, it’s supposed to show you how to use the engine, and how a game in UE can be set up. Intentionally not using "intended to be set up" because game systems and their interactions are meant to be designed based on your project.
If this is your first project in UE, it sounds to me like good advice to start with Lyra and modify some of its systems to learn how they work and interact. If you’re starting work on a new game you intend to actually finish (and not just learn UE), while you can start by just copy-pasting Lyra’s stuff, you’d end up copying a bunch of stuff you really don’t need.
As for the plugin question, I’d say it’s not a plugin because everything it uses is either base UE or already a plugin. The assets (mannequins, VFX, etc.) aren’t, but those can be easily migrated between projects.
Hi there,
Technically speaking, all Lyra experiences (a.k.a. game modes) are, in fact, custom “game features plugins”, which are indeed part of the official UE’s “plug’n play” design approach, alongside Modular Gameplay. If you are new to UE, it’s a good practice to develop your game with modular features, using actor components, plugins and game features plugins, so you can “turn features on and off” as you see fit.
Best of luck.