Foreword
IMPORTANT
ADS Framework is a modular framework for Unreal Engine. It is not a complete game template.
A template generally provides a ready-to-use foundation with an already-defined gameplay structure. It is convenient for getting started quickly, but it can also limit the project to a specific logic, genre, or architecture.
A framework works differently. It provides reusable, configurable, and extensible tools designed to help you build your own game without imposing a particular gameplay type. ADS Framework therefore does not replace development specific to your project: it gives you a technical foundation to save time, structure your features, and avoid starting from scratch, while remaining reliable, secure, and performant. Each system is designed to integrate into all types of projects: action, adventure, RPG, sports, and more.
ADS Framework is developed and maintained with a commitment to continuous improvement. Despite the care given to development, documentation, and testing, it remains a technical product that can evolve with user feedback and future Unreal Engine versions.
If you encounter a problem or limitation, please contact support instead of leaving a negative review. Constructive feedback helps identify areas for improvement and evolve the systems in the right direction.
The ADS Framework philosophy
ADS Framework is built on a simple idea: provide a set of fully independent systems. Combined with Unreal Engine’s native features, it is designed to provide a technical foundation sufficient to develop any type of complete, professional game. With the exception of visual and audio assets — textures, meshes, music, and so on — which are specific to each project, the Framework can cover most of a game’s technical needs.
Each system has been designed to offer a balance between robustness, performance, accessibility, and freedom of adaptation. Their clear separation of responsibilities also makes debugging and maintenance easier. They rely on a C++ foundation to maximize performance while remaining usable through Blueprints for straightforward, accessible integration.
System balance
These systems are aimed at users who already have Unreal Engine and Blueprint fundamentals, without requiring an advanced level. Some modules, while relatively straightforward to use, remain technically rich; it is therefore normal to allow a few days to become familiar with their logic, settings, and integration.
The provided demos are intentionally lightweight. They use simple, readable logic to demonstrate how the systems work without unnecessarily making the project heavier. They illustrate their operation, possibilities, and ease of use without seeking to provide a polished visual result. This choice keeps projects smaller and the focus on system logic.
At its initial release, ADS Framework includes 14 systems of varying scope. Other systems may be added in the future, if sales allow it, to cover new aspects of game development.
C++ / Blueprints
ADS Framework systems are primarily developed in C++ to provide a stable, performant, structured foundation suited to production use.
Each system also exposes a Blueprint layer to make integration into your projects easier. This approach lets you benefit from a C++ architecture while retaining accessible use from the Unreal Engine editor.
Depending on the system, some parts can be configured, called, or extended directly in Blueprints. Elements specific to your project can therefore be created in Blueprints or developed in C++ if you prefer working with native logic.
The goal is to provide a balance between robustness, performance, accessibility, and freedom to adapt.
Unreal Engine 6 compatibility
ADS Framework is developed with a commitment to long-term maintenance and evolution.
Epic Games has presented Unreal Engine 6 as an important evolution of the Unreal Engine ecosystem, with a stronger role for Verse and the new Scene Graph gameplay framework. This evolution may progressively change how certain gameplay logic is developed in future engine versions.
With this in mind, ADS systems will continue to be maintained and adapted as much as possible to Unreal Engine developments. When the UE6 / Verse ecosystem is available, documented, and sufficiently stable, the relevant Blueprint parts may progressively be adapted or replaced by solutions compatible with this new architecture.
The objective is to preserve ADS system logic while supporting the engine's evolution.