---
title: Documentation
product: Advanced Framework Pro
version: 1.0
engine: Unreal Engine 5.8
updated: 2026-10-05
canonical: https://docs.human-codeable.com/
---

# Advanced Framework Pro

A cross-platform interaction and UI framework for Unreal Engine. Build once; run in VR, on desktop and on mobile, with the same actors, the same UI and the same level flow.

[![The same scene running in VR, on desktop and on mobile](images/hero_platforms-2560.webp?v=6937d006)](images/hero_platforms-2560.webp?v=6937d006)

The same scene running in VR, on desktop and on mobile

**42**plugins

**670**blueprint assets

**2749**documented members

**3**platforms

## Where to start

If you are evaluating the framework, read [Architecture](concepts/architecture.html) — it explains the whole design in one page. If you have just installed it, go to [Installation](start/installation.html) and then [First steps](start/first-steps.html). If you are looking for how to do one specific thing, the [Workflows](workflows/make-object-grabbable.html) section is task-shaped rather than feature-shaped.

If you would rather watch than read, the [video tutorials](https://www.youtube.com/@humancodeable4753) follow the same order, and questions are answered in the [Discord](https://discord.gg/ZBsXXVJ).

## What makes it different

**One content set, three platforms.** Interactable actors never reference a pawn class. They receive a Source Info struct describing who is acting on them, which is what lets the same object be grabbed by a VR hand, clicked on desktop and tapped on mobile without branching.

**Capability is presence.** An object becomes grabbable by having a grip interaction component attached. There is no registration step, no manager to update and no central list to maintain.

**Nothing is enabled or disabled directly.** Abilities carry a list of named blocker reasons and run only when that list is empty, so independent systems can suppress the same ability without fighting over it.

**Multiplayer is built in, not bolted on.** Adaptive transform replication, a custom net driver that lets non-pawn objects call server RPCs, and replicated UI are part of the framework rather than an afterthought.

## Plugins

### System 20

The load-bearing pieces: pawns, interaction stacks, the UI design system, spatial UI, highlighting, snapping and level loading.

[AFL_Libraries](plugins/afl-libraries.html) [AFS_Core_Highlight](plugins/afs-core-highlight.html) [AFS_Core_Loading](plugins/afs-core-loading.html) [AFS_Core_Pawn](plugins/afs-core-pawn.html) [AFS_Core_Snapping](plugins/afs-core-snapping.html) [AFS_UI](plugins/afs-ui.html) [AFS_UI_Hand](plugins/afs-ui-hand.html) [AFS_UI_InfoPanels](plugins/afs-ui-infopanels.html) [AFS_UI_Labels](plugins/afs-ui-labels.html) [AFS_UI_Menu](plugins/afs-ui-menu.html) [AFS_UI_Notifications](plugins/afs-ui-notifications.html) [AFS_UI_Pawn](plugins/afs-ui-pawn.html) [AFS_UI_Popups](plugins/afs-ui-popups.html) [AFS_UX_Gaze](plugins/afs-ux-gaze.html) [AFS_UX_Grip](plugins/afs-ux-grip.html) [AFS_UX_Laser](plugins/afs-ux-laser.html) [AFS_UX_Locomotion](plugins/afs-ux-locomotion.html) [AFS_UX_Overlap](plugins/afs-ux-overlap.html) [AFS_UX_Select](plugins/afs-ux-select.html) [AFS_UX_Teleporter](plugins/afs-ux-teleporter.html)

### Module 14

Self-contained capabilities that attach to actors: state, replication, spawning, panels, splines, visibility, teleport and more.

[AFM_Abilities](plugins/afm-abilities.html) [AFM_AutoDestroy](plugins/afm-autodestroy.html) [AFM_CameraFade](plugins/afm-camerafade.html) [AFM_MeshCopy](plugins/afm-meshcopy.html) [AFM_Panel](plugins/afm-panel.html) [AFM_Replication](plugins/afm-replication.html) [AFM_Settings](plugins/afm-settings.html) [AFM_Spawner](plugins/afm-spawner.html) [AFM_Spectator](plugins/afm-spectator.html) [AFM_Spline](plugins/afm-spline.html) [AFM_State](plugins/afm-state.html) [AFM_Teleport](plugins/afm-teleport.html) [AFM_Visibility](plugins/afm-visibility.html) [AFM_WidgetInteraction](plugins/afm-widgetinteraction.html)

### Assets 4

Shared colours, icons, materials and sounds, plus the sound class hierarchy the framework mixes through.

[AFA_Colors](plugins/afa-colors.html) [AFA_Icons](plugins/afa-icons.html) [AFA_Materials](plugins/afa-materials.html) [AFA_Sounds](plugins/afa-sounds.html)

### Environment 1

The Showroom demo shell: game mode, pawns, navigation and idle screen.

[AFE_Showroom](plugins/afe-showroom.html)

### Utility 2

The runtime debug overlay and the branded intro level.

[AFU_Debug](plugins/afu-debug.html) [AFU_Intro](plugins/afu-intro.html)

### Examples 1

One map per feature, showing the intended use of each system.

[AF_Examples](plugins/af-examples.html)
