A card-authoring workbench, a player-facing deck workshop and a seeded reference encounter. Learn each part independently, then connect the parts your game needs.
Coming soon to Fab. Explore the documentation while the release is being prepared.

Choose your workflow
Create cards and decks
Define costs, ordered effects, retain and exhaust flags in Data Assets.
02 / INSPECTFollow each effect
Deal a seeded hand, queue a card copy and step through reference combat.
03 / INTEGRATEBuild a player workshop
Connect your collection and named decks through the native model interface.
04 / KEEPSave deck compositions
Configure local JSON persistence and handle failed loads without losing a file.
What you get
Full C++ plugin source, eight public UObject classes, one public Slate widget, card/deck asset types, seven reference effect types, 20 original example cards, deck validation, draw probability, named-deck persistence and optional live tracing. A separate C++ example project demonstrates the workshop and encounter.
Know the integration boundary
The combat session is a local one-player, one-enemy reference implementation. Supply your own production combat, collection ownership, progression, artwork and audio. Automatic GAS hooks, multiplayer, arbitrary card-rule graphs, card-instance upgrades, cloud synchronization and cross-engine replay are outside version 0.3.0.
Documentation map
Follow Getting started for installation and the example, Reference combat for Blueprint/runtime flow, Deck rules for validation, and Live tracing for host-game diagnostics. The troubleshooting guide covers common integration problems.