UGantryBaseExperienceDefinition
Root of the project's experience tree; one per project, named in Gantry Experience settings.
Every project that uses experiences has exactly one. Create it with Content Browser > Add > Gantry > Base Experience, and name it in Project Settings > Plugins > Gantry Experience > Base Experience. Its stages run first in every activation chain, so put what the whole game needs here: shared game features, the UI layout, input that is always on.
List your top-level experiences (a main menu, each game mode) in its Children, and pick the one the game starts with in Default Experience. It has no Attach To, Optional Dependencies or Extends: the editor hides them.
Ship the base in the base game's install (chunk 0). Its Children list then stays readable when the content it names is not installed, so a menu can show "not installed" for a download the player does not have.
- Inherits
UGantryExperienceDefinition
Properties
| Property | Type | Default | Description |
|---|---|---|---|
DefaultExperience read-only | TSoftObjectPtr<UGantryExperienceDefinition> | None | The experience activated when a world begins play and nothing else has chosen one, such as the main menu. Optional. It can be any experience in this base's tree: a direct child or one further down. Data validation reports an experience the tree cannot reach, since the game would fail to start it. A URL option, the command line or the map's entry in Map Experiences, when set, wins over this. |
C++
Public C++ members that Blueprint does not see.
UGantryBaseExperienceDefinition
Marks this definition as the tree root, which hides Optional Dependencies, Attach To and Extends.
IsDataValid
virtual EDataValidationResult
Adds the root's own checks to the local ones, then builds the whole experience tree, so tree-wide problems and an unreachable DefaultExperience are reported on this asset.