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 independent systems that can be used on their own, combined with each other, or used with your own systems according to your project's needs.
Each Framework system can be integrated individually and does not require purchasing or using other systems to work. You can therefore use it with your own architecture, Blueprints, interfaces, or other assets purchased on Fab.
If you choose to use several Framework systems, they share a common philosophy: modularity, clear logic, Blueprint integration, accessible configuration, and separation of responsibilities.
The systems are designed to be accessible to users who already have Unreal Engine and Blueprint fundamentals without necessarily having an advanced level. Although some modules are relatively simple to use, they are still complex; it is therefore normal to allow a few days to become familiar with their logic, parameters, 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 show operation, possibilities, and ease of use without providing polished visuals. This choice keeps projects smaller and the focus on system logic.
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.