Features:
  • Extend Unreal’s Gameplay Tag system with advanced runtime logic

  • Tag-based counters with full hierarchical propagation

  • Tag timers with duration, pause, resume, and loop modes

  • Dynamic threshold events (Blueprint and C++)

  • Saturated events when values hit min/max limits

  • Built-in save/load support for tag states, timers, parents, policies, and bindings

  • Replication – Snapshot-Based, Authoritative & Fully Deterministic

  • Comprehensive Blueprint API (AGT_ prefixed functions)

  • Full C++ extensibility through TAdvancedTagLogicHost<OwnerType>

  • Runtime debug tracing, log filters, and developer CVars

Code Modules:
  • AdvancedGameplayTagInterface – Runtime

Number of Blueprints:
  • Blueprint Classes: 2

  • Blueprint Functions: 143

  • Blueprint Properties: 104

  • Structs: 22

  • UENUM: 10

Number of C++ Classes: 16

Network Replicated: Yes

Supported Development Platforms:
  • Windows: Yes

  • Mac: Not yet

  • Linux: Only for 4.27 (for now)

Supported Target Build Platforms: 4.27 -> 5.7

Documentation Link

Example Project

Youtube video: Coming soon!

功能:
  • 通过高级运行时逻辑扩展 Unreal 的游戏玩法标签系统

  • 具有完整分层传播的基于标签的计数器

  • 具有持续时间、暂停、恢复和循环模式的标签计时器

  • 动态阈值事件(蓝图和C++)

  • 值达到最小/最大限制时发生饱和事件

  • 内置对标签状态、计时器、父级、策略和绑定的保存/加载支持

  • 复制 – 基于快照、权威且完全确定性

  • 全面的蓝图 API(AGT_ 前缀)函数)

  • 通过 TAdvancedTagLogicHost 实现完整的 C++ 可扩展性

  • 运行时调试跟踪、日志过滤器和开发人员 CVar

代码模块:
  • AdvancedGameplayTagInterface -运行时

蓝图数量:
  • 蓝图类:2

  • 蓝图函数:143

  • 蓝图属性:104

  • 结构: 22

  • UENUM:10

C++ 类数量:16

网络复制:是

支持的开发平台:
  • Windows:是

  • Mac:尚未

  • Linux:仅适用于 4.27(目前)

支持的目标构建平台:4.27 -> 5.7

文档链接

示例项目

Youtube 视频:即将推出!

Advanced Gameplay Tags Interface (AGTI) is an enhanced extension of Unreal Engine’s Gameplay Tag system.
It adds a fully dynamic runtime layer that lets you track, modify, replicate, and persist tag states — ideal for abilities, cooldowns, buffs/debuffs, AI states, UI logic, gameplay systems, and multiplayer games.

Core Features

  • Dynamic Tag Counters: Increase, decrease, clamp, and quantize tag values with full hierarchical propagation.

  • Tag Timers System: Start, pause, resume, or loop gameplay timers linked to any tag — fully network-ready.

  • Threshold Events: Trigger Blueprint or C++ callbacks when tag values cross thresholds (Up / Down / Both).

  • Saturated Events: Detect overflows/underflows when a tag hits min/max limits — great for cooldown caps, resource ceilings, stack limits, etc.

  • Replication & Multiplayer: Lightweight delta-based replication for tag counts, events, and timers.
    Clients receive only the changes — not the entire state.

  • Blueprint & C++ Friendly: All features available through nodes, delegates, and full C++ APIs.

  • Save / Load Support: Persist tag states, timers, bindings, numeric policies, and custom parent relationships.

Why AGTI?

AGTI is designed for gameplay programmers, technical designers, and prototypers who want:

  • Cleaner gameplay logic

  • Dynamic tag-driven abilities

  • Deterministic timers

  • Reduced network traffic

  • A powerful and modern alternative to UE’s basic tag system

Technical Notes

  • Compatible with Unreal Engine 4.27 – 5.6

  • Works in both single-player and multiplayer projects

  • Fully header-commented and documented (English)

  • 100% Blueprint-compatible and C++-friendly

  • Designed with no external dependencies

  • Seamlessly integrates with Unreal’s Gameplay Tag system

  • Bridges the gap between data-driven tags and real gameplay systems

  • Lightweight architecture — easy to extend, safe for production

C++ Source Files: 16

高级游戏标签接口 (AGTI) 是虚幻引擎游戏标签系统的增强扩展。
它添加了一个完全动态的运行时层,可让您跟踪、修改、复制和保留标签状态 – 非常适合能力、冷却时间、增益/减益效果、AI 状态、UI 逻辑、游戏系统和多人游戏

核心功能

  • 动态标签计数器:通过完整的分层传播来增加、减少、限制和量化标签值。

  • 标签计时器系统:启动、暂停、恢复或循环链接到任何标签的游戏计时器 — 完全网络就绪。

  • 阈值事件:当标签值超过阈值(向上/向下/两者)时触发蓝图或 C++ 回调。

  • 饱和事件:当标签达到最小/最大限制时检测上溢/下溢 — 非常适合冷却上限、资源上限、堆栈限制、

  • 复制和多人游戏:针对标签计数、事件和计时器的基于增量的轻量级复制。
    客户端仅接收更改,而不是整个状态。

  • 蓝图和 C++ 友好:通过节点、委托和完整 C++ API 提供的所有功能。

  • 保存/ 加载支持:持久化标签状态、计时器、绑定、数字策略和自定义父关系。

为什么选择 AGTI?

AGTI 专为希望实现以下目标的游戏程序员、技术设计师和原型设计者而设计:

  • 更清晰的游戏逻辑

  • 动态标签驱动能力

  • 确定性计时器

  • 减少网络流量

  • UE基本标签系统的强大而现代的替代方案

技术说明

  • 与虚幻引擎4.27兼容 – 5.6

  • 适用于单人游戏多人游戏项目

  • 完全标题注释和文档(英文)

  • 100% 蓝图兼容 C++ 友好

  • 设计无外部依赖

  • 与 Unreal 的游戏标签系统无缝集成

  • 弥合数据驱动标签和真实游戏系统之间的差距

  • 轻量级架构 – 易于扩展,安全制作

C++ 源文件: 16

声明:本站所有资源都是由站长从网络上收集而来,如若本站内容侵犯了原著者的合法权益,可联系站长删除。