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title: Building Data-Driven Gameplay Architecture In UE5 With C++
description: A developer explains how they refactored the platform system for rhythm platformer Meowsic from an actor-heavy Blueprint workflow to a layered, data-driven...
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# Building Data-Driven Gameplay Architecture In UE5 With C++

**[80 LEVEL](https://daily.dev/sources/80lv)** · 7 min read · 0 upvotes · 0 comments

## Summary

A developer explains how they refactored the platform system for rhythm platformer Meowsic from an actor-heavy Blueprint workflow to a layered, data-driven architecture in Unreal Engine 5 using C++. The core insight was separating configuration (DataAssets) from behavior (actors), managed by a World Subsystem. This 'Layered Gameplay Systems Model' uses five layers: Representation, Transformation, Validation, Orchestration, and Interface. Results included a 67% reduction in platform actor code, level load times dropping from 5-10 seconds to ~0.5 seconds, and platform property updates going from 30+ minutes to 2-3 minutes. The pattern is generalizable to any gameplay system with shared configuration, rules, and multiple instances.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://80.lv/articles/building-scaleable-data-driven-gameplay-architecture-in-ue5-using-c>

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---

Tags: [#game-development](https://daily.dev/tags/game-development), [#architecture](https://daily.dev/tags/architecture), [#unreal-engine](https://daily.dev/tags/unreal-engine), [#c++](https://daily.dev/tags/c++)

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