---
title: Gameplay Framework
source: https://dev.epicgames.com/documentation/en-us/unreal-engine/gameplay-framework-in-unreal-engine
version: Unreal Engine 5.8 Documentation
fetched: 2026-10-11
note: 原文摘录（英文），供 wiki 引用；非全文
---

# Gameplay Framework

- The game instance is instantiated on engine launch and remains active until the engine shuts down ... not replicated and exists independently on the server and all connected clients. Anything that you want to persist between level loads should live in the game instance (e.g. save game system). It manages game instance subsystems with the same lifetime (e.g. Online Subsystems).
- The game mode is instantiated immediately after your level is loaded and the world is created. It is a server-based manager class inherited from the actor class ... not persistent across levels. Game mode is the first actor to instantiate upon level load and can be set on map-by-map basis ... managing the overall rules and structure of a gameplay session and instantiating the remaining framework actors. The first two are game state and player state.
- Game state and player state are non-physical actors ... replicate their state information between the authoritative server and all connected clients. Game state: team scores, objectives, list of all players and their player states. Player state: data relevant to its associated player, such as health, ammo count, and inventory. A single game state is created by the game mode. A player state is created for each player when they join.
- The game mode spawns players when they join. A player primarily consists of a controller and a pawn. Player controller: processes input from a human, displays heads-up information, possesses physical representations. AI controller: possesses pawns and dictates actions with behavior trees, state trees, navigation.
- Controllers have no physical manifestation. The pawn is the physical manifestation. Controllers possess pawns. Pawns consist of components such as collision, static mesh, movement. Character is a pawn subclass with character movement component, skeletal mesh component, capsule component.
- Table: Actor = any object that can be placed into a level; supports transforms; can be spawned and destroyed; containers for actor components; replication of properties and function calls. Actor Component = building blocks of actors. Pawn = base class for any actor that can be controlled by a player or AI. Character = vertically-oriented, walk/run/jump/fly/swim. Controller = non-physical, possesses a pawn. World = top-level object representing a map; contains the persistent level, gamestate, gamemode, lists of Pawns and Controllers. Game Mode = specifies which other classes to use and game rules (e.g. capture the flag). Game Instance / Subsystem. Gameplay Statics = static helpers. HUD = per human player, draws to their viewport. Camera = player's point of view.
- You can customize and use most of the classes ... in either C++, Blueprint, or, the most common, a combination of both.
