private-asylum/gantry
Build your game from experiences.
Gantry is an experience framework for Unreal Engine. A main menu, a game mode, a map's setup: each is an experience that lists what it needs. Gantry loads it in stages, switches between experiences without unloading what they share, and drives everything around them: game features, loading screens, settings, input, UI and multiplayer. Mod-ready by design.
Sections
Experiences
A main menu, a game mode, a training map: each is a data asset that lists what it needs. Gantry loads it in stages and switches cleanly from one to the next.
Activation and stages
An experience switches on in steps you can see and extend: load assets, activate game features, add input, UI and settings, or your own Blueprint stages.
Loading screens
Every load is a named, counted step, so a loading screen can say "Loading the arena (37/120)" and knows when to appear and when to go.
Settings, input and UI
Per-player settings pages, input mappings and UI slots that an experience brings and takes away again, all from Blueprint.
Yardrush: the Blueprint example
A shipping-yard party game made entirely in Blueprint: a menu, a voting lobby and four round modes, all experiences, with a loading screen, settings and multiplayer.
Railhead: the C++ example
A freight train across a continent that loads as it goes: Gantry's subsystems subclassed in C++, C++ stages, a Slate loading screen and every build target.