UE5 Modular Game Framework

A complete Blueprint architecture for first-person narrative horror games — and beyond.

This is a production-ready, modular game framework for Unreal Engine 5.55.7. It provides 147 self-contained Blueprint systems across 17 categories, plus a fully documented example game prototype ("Project Void"). Built Blueprint-first with 27 supporting C++ classes for performance-critical paths.


What This Framework Covers

Foundation

Game Instance kernel, Core GameMode, GameState, PlayerState, Function Library, Macro Library, GameplayTag registry (334 tags across 11 categories), and a unified C++/Blueprint interface library.

Player Simulation

Health & damage resistance, Stamina with exhaustion states, Psychological Stress with 5 tiers (calm → catatonic), GASP-integrated Movement & Posture, Hiding & peek system, First-person Embodiment with arm IK, Camera state layers (FOV/offset per action), and Player Metrics tracking (accuracy, playstyle).

Interaction & World

Raycast-based Interaction Detector, Physical Doors (open/close/lock/barricade), Puzzle Devices with state machines, Contextual Traversal (vault/mantle/slide via Motion Warping), Physics Drag (grab & throw objects), Usable World Objects (levers, valves, buttons), Diegetic In-World Displays (wristwatch, monitors).

Inventory & Items

Grid-based Inventory with weight management, World Pickup actors with soft-reference mesh loading, Equipment Slots (weapon, tool, armor), Active Item quick-slots, Consumable use system, Item Combination crafting, Container inventories (chests, desks), Key Item tracking with loss protection, Document/Journal archive, and Collectible tracking with set bonuses.

Weapons & Combat

Weapon Base with fire/holster/FX, Frame-driven Hitscan Firearms, Pellet-spread Shotguns, Melee combos with hit detection, Ammo pools with magazine management, Tactical & empty Reload, Recoil with recovery pattern, Damage Reception pipeline (resistance → shield → health), Hit Reactions (flinch/stagger/knockdown), Combat Feedback (hit markers, kill confirm), Death Cause tracking.

AI & Enemies

Enemy Base character, AI Controller with Behavior Tree runner, State Machine (Patrol/Search/Combat/Flee), Alert System (suspicious → alerted → combat), Perception (sight, hearing, damage sense), Memory (last known locations, investigation), Behavior Variant selection (weighted random profiles), Patrol Path splines, Procedural Encounter spawners.

Narrative & Dialogue

Narrative State Machine with chapter flags, Objective tracking (activate/complete/fail/branch), Dialogue Playback with VO & subtitles, Dialogue Choices with consequence branching, Cutscene Bridge with skip support, Lore Unlock system, Narrative Trigger Volumes, and a multi-factor Ending Accumulator.

Menus & HUD (14 widgets)

Main Menu, Pause Menu, Settings Menu, Inventory Grid UI, Journal/Document Viewer, Diegetic HUD Frame (health, stress, stamina, compass), Interaction Prompt with hold progress, Notification Toasts, Objective Display, Screen Effect Controller (damage vignette, stress blur), Accessibility UI (subtitles, colorblind), Credits Screen, Splash Screen, Debug Menu. All coordinated by a menu-stack Subsystem.

Save & Persistence

Save Manager Subsystem (auto-save, manual save, save slots), Checkpoint actors, Death Handling (normal death → respawn OR void-space death), Alt Death Space system, Persistent Corpses, World State Recorder (doors, items, enemies), Player Respawn with state restoration, Run History tracker, and I_Persistable interface for any actor.

Adaptive Environment & Atmosphere

Dynamic Difficulty (metric-based scaling), Atmosphere State Controller (room tone, mood), Procedural Encounter generation, Adaptive Environment Director (room mutations, reality shifts), Light Events (flicker, dim, strobe, blackout), Memory Drift (visual/audio hallucinations tied to stress), Pacing Director (intensity bands: exploration → tension → combat → recovery), Playstyle Classifier (aggressive vs stealthy), Rare Events, Scare Events (anticipation → payoff → recovery).

MetaSounds Audio

Single-entry-point Audio Manager Subsystem with 4 mix buses (SFX, Ambience, Music, Dialogue), Room Audio Zones that auto-switch reverb/occlusion on overlap, 8 gameplay-driven float parameters (heart rate, stress, fear, tension), and 7 acoustic presets (Outdoor, Small Room, Large Hall, Cave, Cathedral, Void, Padded Cell).

Enhanced Input

Centralized Input Manager Subsystem with stack-based context switching, 5 priority-layered contexts (Default < Hiding < WristwatchUI < Inspection < UI), 30+ Input Actions, platform profiles (PC, Xbox, PS5), key rebinding with persistence, and input mode coordination with the UI layer.

Multiplayer Networking

Server-authoritative replication model. All state mutations gated by HasAuthority(). Client→Server RPCs for requests, Server→Client RepNotify for state sync. Client-side prediction for cosmetic effects. Anti-cheat validation on all server-side state changes.

State Management

Central State Manager (42 exclusive action states + 18 overlay states). All systems query IsActionPermitted(Tag) instead of checking other systems directly. Gating rules configured in a designer-editable Data Asset (no Blueprint changes needed). Force Stack pattern for death/cutscenes/void space. GASP liaison for movement→action state mapping. Vital signal tracking (Normal → Critical).

Planar Capture System (Phase 17)

Unified rendering pipeline for mirrors, portals, monitors, and horror surfaces. C++ core with Blueprint designer-interface. World Subsystem quality budget manager with 5-tier automatic quality scaling (Off → Low/256px/4fps → Medium/512px/15fps → High/1024px/30fps → Hero/2048px/60fps). Horror features: wrong-reflection actor swap, delayed frame ring buffer, 10-parameter MPC steam/dirt/darkness/text reveal material system. Render target pool with automatic reuse. Blueprint children: BP_Mirror, BP_Portal, BP_Monitor, BP_HorrorMirror, BP_FakeWindow. Integrates with scare events, audio manager, and state manager.

Polish & Tooling

Tutorial system with contextual triggers, Loading screen with tips & progress, Credits screen, Analytics tracker (opt-in), Developer Cheat Manager (god mode, noclip, teleport, give item), Error Handler with crash recovery, FPS counter, Debug Menu (state viewer, AI debug, performance, audio).


Example Game Prototype: "Project Void"

A complete psychological horror FPS prototype demonstrating every system. Set in an abandoned asylum. All game content lives in Content/Game/ — never modifying Content/Framework/.

Features built with this framework:

  • 11-level scene flow (Splash → Menu → Asylum Entry/WardA/WardB/Basement/WardensOffice → Void Space → 3 Endings → Credits)
  • Full player character with 27 components wired together
  • 18 pickup items (weapons, tools, consumables, keys, documents, collectibles)
  • 4 held weapons (pistol, shotgun, flashlight, crowbar)
  • 3 enemy types with full AI (Patient, Orderly, Void Shade)
  • 4 main objectives + 3 side objectives with branching narrative
  • 3 endings determined by player choices, collectibles, sanity, and playstyle
  • 6 atmosphere profiles with room audio zones
  • 6 scare events with anticipation/payoff/recovery cycles
  • Void space alternate-reality death system
  • 8 planar capture surfaces (mirrors, horror mirrors, security monitors, void portals, fake windows) with automatic quality scaling
  • 18 pickup items (weapons, tools, consumables, keys, documents, collectibles)
  • 4 held weapons (pistol, shotgun, flashlight, crowbar)
  • 3 enemy types with full AI (Patient, Orderly, Void Shade)
  • 4 main objectives + 3 side objectives with branching narrative
  • 3 endings determined by player choices, collectibles, sanity, and playstyle
  • 6 atmosphere profiles with room audio zones
  • 6 scare events with anticipation/payoff/recovery cycles
  • Void space alternate-reality death system

Where to Find Things

You want to... Go here
Understand the whole framework UE5_Modular_Game_Framework.md — the full design document
See every Blueprint spec docs/blueprints/INDEX.md — 135 system specs with wiring guides
Learn the architecture docs/developer/architecture-overview.md — layers, communication patterns
Set up a project from scratch docs/developer/project-setup-migration.md
Build the example game docs/game/GAMEINDEX.md — 170+ assets, 21-phase build order
Read item build walkthroughs docs/game/item-flashlight.md — step-by-step Blueprint wiring
Check animation requirements docs/architecture/animation-catalog.md
Check sound/audio triggers docs/architecture/sound-catalog.md
Understand input system docs/architecture/enhanced-input-system.md
Understand state management docs/architecture/bpc-statemanager.md
Understand multiplayer docs/architecture/multiplayer-networking.md
Find Blueprint-only workarounds docs/architecture/blueprint-limitations-workarounds.md
See the HUD architecture docs/architecture/hud-overview.md
See the audio architecture docs/architecture/metasounds-audio-system.md
See the planar capture system docs/architecture/planar-capture-system.md
See C++/BP implementation status docs/checklists/cpp-blueprint-status.md

Tech Stack

  • Engine: Unreal Engine 5.55.7
  • Scripting: Blueprint-Only (with 27 C++ support classes)
  • Locomotion: GASP (Ground Animation Strafing Platform) — read-only, extended via notifies
  • Input: Enhanced Input System — 30+ Input Actions, stack-based context switching
  • Assets: UPrimaryDataAsset for all content definitions
  • State: Central BPC_StateManager — 42 exclusive states, 18 overlay states, vital signals
  • Animation: GASP Motion Matching + 14 animation notifies
  • Audio: MetaSounds — 4 mix buses, room acoustic zones, gameplay-driven float parameters
  • Networking: Server-authoritative with client prediction

By the Numbers

What How Many
Blueprint system specs 147
C++ classes 27
Widget Blueprints 14
Blueprint Components 80
Blueprint Actors 16
Data Assets 19
Game Instance Subsystems 7
World Subsystems 1
Materials 1
Material Instances 7
Material Parameter Collections 1
Interfaces 3
Gameplay Tags 334
Input Actions 30+
Animation Notifies 14
Architecture docs 9
Developer docs 13
Game prototype docs 22
Example game assets 170+


UE5 Modular Game Framework — Build faster. Stay modular. Never hardcode.

Description
Unreal Engine 5.5-5.7 Blueprint-based Modular Game Framework
Readme 3.2 MiB
Languages
C++ 96.7%
C 2.6%
C# 0.7%