The game for Shattered Realms Online built in Unreal Engine.
The goal is to use modular game frameworks and plugins wherever possible to increase reusability.
- Agones: Copied from googleforgames/agones with minor modifications where necessary to make it work for the latest UE version. SDK client for communication with Agones backend (gameserver management.)
- AsyncMixin: Copied from Lyra. Provides useful utilies for async tasks.
- CommonLoadingScreen: Copied from Lyra. Provides loading screen for startup and moments when the game is loading or still processing
- GameplayMessageRouter: Copied from Lyra. Provides means to broadcast and receieve UStructs with GameplayTags.
- GameSettings: Copied from Lyra. Provides framework for handling user setting such as video, audio, and input.
- JWTPlugin: Copied from sha3sha3/JWTPlugin. Provides UE native handling of JWT.
- ModularWindows: Provides framework for game windows that can be moved or resized. Some features include titles, tabs and close buttons
- TargetingSystem: Framework defining
Targetable
and a sub-classAttackable
actors. These actors have a component attached that adds a targeting widget that can be used to display information about the target. The widget can also be used to create a HUD UI widget to show the target details. - TuboLink: Fork of thejinchao/tubrolink and thejinchao/protoc-gen-turbolink. Provides a framework for using gRPC services and Proto files within UE. The proto generator creates the UE classes from
proto
files.
The build script assumes the Go Backend is a folder called go-backend
in the same folder root as this git repository. It pulls the latest changes from git and uses protoc-gen-turbolink
to create
UE TurboLink/gRPC files. The files are stored in Plugins/TurboLink/Source/TurboLinkGrpc/ with the folder being the package name and service name. Simply run the build_protos.cmd
command in the Tools folder
and the files will be generated in the correct location.