UE5: Game Feature Tech Preview
source: https://en.imzlp.com/posts/17658/ version: 【非官方】第三方博客 Z's Blog,2021-11-17,引用 UE5 早期访问版 GameFeatureTypes.h 源码 fetched: 2026-10-11 (curl)
Full text
UE5: Game Feature Tech Preview | Z's Blog (NON-OFFICIAL)
enum class EGameFeaturePluginState : uint8 { Uninitialized, // Unset. Not yet been set up. UnknownStatus, // Initialized, but the only thing known is the URL to query status. CheckingStatus, // Transition state UnknownStatus -> StatusKnown. The status is in the process of being queried. StatusKnown, // The plugin's information is known, but no action has taken place yet. Uninstalling, // Transition state Installed -> StatusKnown. In the process of removing from local storage. Downloading, // Transition state StatusKnown -> Installed. In the process of adding to local storage. Installed, // The plugin is in local storage (i.e. it is on the hard drive) WaitingForDependencies, // Transition state Installed -> Registered. In the process of loading code/content for all dependencies into memory. Unmounting, // Transition state Registered -> Installed. The content file(s) (i.e. pak file) for the plugin is unmounting. Mounting, // Transition state Installed -> Registered. The content files(s) (i.e. pak file) for the plugin is getting mounted. Unregistering, // Transition state Registered -> Installed. Cleaning up data gathered in Registering. Registering, // Transition state Installed -> Registered. Discovering assets in the plugin, but not loading them, except a few for discovery reasons. Registered, // The assets in the plugin are known, but have not yet been loaded, except a few for discovery reasons. Unloading, // Transition state Loaded -> Registered. In the process of removing code/content from memory. Loading, // Transition state Registered -> Loaded. In the process of loading code/content into memory. Loaded, // The plugin is loaded into memory, but not registered with game systems and active. Deactivating, // Transition state Active -> Loaded. Currently unregistering with game systems. Activating, // Transition state Loaded -> Active. Currently registering plugin code/content with game systems. Active, // Plugin is fully loaded and active. It is affecting the game. MAX }; Common operations on the business side include: load activate deactivate unload To call them, you need to pass the PluginURL , which is the path to the uplugin file, and you can obtain it by using: 1 GameFeatureSubsystem-> GetPluginURLForBuiltInPluginByName (PluginName,OutPluginURL); These f