UE 5.6 Essentials (Official Docs) โ
These are the canonical Unreal Engine 5.6 documentation pages this guide builds on. Start here when you need authoritative references for concepts and node names.
- UE 5.6 Documentation Hub
Core building blocks
- Blueprints Visual Scripting (overview and best practices)
- Enhanced Input (contexts, actions, triggers/modifiers)
- Gameplay Ability System (attributes, abilities, effects, cues)
- Gameplay Tags (state and event routing)
- Subsystems (GameInstanceSubsystem, WorldSubsystem)
Data-driven and async
- Primary Data Assets (data-driven configs)
- Asset Manager (soft references, loading policies)
World scale and streaming
- World Partition (open worlds, streaming sources, OFPA)
- Level Streaming (legacy overview; prefer World Partition in UE5)
Characters and UI
- Animation Blueprints (state machines, montages, graphing)
- UMG UI (widgets, layout) and MVVM framework
Notes
- Prefer Composition over Inheritance: use Actor Components, Interfaces, and Data Assets.
- Use soft references and async loading for heavy assets; avoid global hard references.
- For large worlds, use World Partition and One File Per Actor to enable team parallelism.
- Keep Widgets dumb; use MVVM ViewModels to hold state and react to game events.
Quick glossary (CG โ Gameplay) โ
- Primary Data Asset (PDA): A data-only asset that stores tunable settings (like a Material Instance for logic). Blueprints read values from it at runtime.
- Soft Reference: A pointer by path, not loaded until needed (like referencing a texture without importing it into your current scene).
- Subsystem: A global or per-world service you can query from anywhere (think of it as a manager that isnโt tied to a single level or actor).
- Gameplay Tag: A typed label for state/events (e.g., State.Combat, Ability.Stunned) used for queries and rules instead of boolean spaghetti.
- MVVM: UI architecture where ViewModels hold data and events; Widgets just display. Avoid game logic in widgets.