




Features:
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Extend Unreal’s Gameplay Tag system with advanced runtime logic
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Tag-based counters with full hierarchical propagation
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Tag timers with duration, pause, resume, and loop modes
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Dynamic threshold events (Blueprint and C++)
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Saturated events when values hit min/max limits
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Built-in save/load support for tag states, timers, parents, policies, and bindings
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Replication – Snapshot-Based, Authoritative & Fully Deterministic
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Comprehensive Blueprint API (AGT_ prefixed functions)
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Full C++ extensibility through TAdvancedTagLogicHost<OwnerType>
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Runtime debug tracing, log filters, and developer CVars
Code Modules:
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AdvancedGameplayTagInterface – Runtime
Number of Blueprints:
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Blueprint Classes: 2
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Blueprint Functions: 143
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Blueprint Properties: 104
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Structs: 22
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UENUM: 10
Number of C++ Classes: 16
Network Replicated: Yes
Supported Development Platforms:
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Windows: Yes
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Mac: Not yet
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Linux: Only for 4.27 (for now)
Supported Target Build Platforms: 4.27 -> 5.7
Youtube video: Coming soon!
功能:
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通过高级运行时逻辑扩展 Unreal 的游戏玩法标签系统
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具有完整分层传播的基于标签的计数器
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具有持续时间、暂停、恢复和循环模式的标签计时器
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动态阈值事件(蓝图和C++)
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值达到最小/最大限制时发生饱和事件
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内置对标签状态、计时器、父级、策略和绑定的保存/加载支持
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复制 – 基于快照、权威且完全确定性
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全面的蓝图 API(AGT_ 前缀)函数)
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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:
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AdvancedGameplayTagInterface -运行时
蓝图数量:
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蓝图类:2
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蓝图函数:143
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蓝图属性:104
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结构: 22
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UENUM:10
C++ 类数量:16
网络复制:是
支持的开发平台:
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Windows:是
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Mac:尚未
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Linux:仅适用于 4.27(目前)
支持的目标构建平台:4.27 -> 5.7
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
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Dynamic Tag Counters: Increase, decrease, clamp, and quantize tag values with full hierarchical propagation.
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Tag Timers System: Start, pause, resume, or loop gameplay timers linked to any tag — fully network-ready.
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Threshold Events: Trigger Blueprint or C++ callbacks when tag values cross thresholds (Up / Down / Both).
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Saturated Events: Detect overflows/underflows when a tag hits min/max limits — great for cooldown caps, resource ceilings, stack limits, etc.
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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.
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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:
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Cleaner gameplay logic
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Dynamic tag-driven abilities
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Deterministic timers
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Reduced network traffic
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A powerful and modern alternative to UE’s basic tag system
Technical Notes
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Compatible with Unreal Engine 4.27 – 5.6
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Works in both single-player and multiplayer projects
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Fully header-commented and documented (English)
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100% Blueprint-compatible and C++-friendly
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Designed with no external dependencies
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Seamlessly integrates with Unreal’s Gameplay Tag system
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Bridges the gap between data-driven tags and real gameplay systems
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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
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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。
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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。
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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。
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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、
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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。
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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:
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更清晰的游戏逻辑
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动态标签驱动能力
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确定性计时器
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减少网络流量
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UE基本标签系统的强大而现代的替代方案
技术说明
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与虚幻引擎4.27兼容 – 5.6
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适用于单人游戏和多人游戏项目
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完全标题注释和文档(英文)
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100% 蓝图兼容 C++ 友好
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设计无外部依赖
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与 Unreal 的游戏标签系统无缝集成
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弥合数据驱动标签和真实游戏系统之间的差距
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轻量级架构 – 易于扩展,安全制作
C++ 源文件: 16

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