Advanced Framework Pro
Build once. Ship to VR, desktop and mobile.

What you get
A complete interaction and UI layer in one plugin: 43 modules in a strict dependency order - shared assets and libraries, self-contained modules, load-bearing systems, utilities - and a showroom for every feature, all reachable from one hub.
New in 2.0
- New and extended showrooms. Every room was rebuilt around tables that each show one thing, with a card, a description and an instruction. New: a gear machine, a rifle you assemble from keyed parts, a living room you furnish by snapping to walls, floor and ceiling, teleporting onto a bench and riding a car around a track, spline-shaped teleport areas, three spawner tables, five settings tables, and a hand pose fitted to every object you can pick up.
- Ready for AI assistants. A guide, the documentation as Markdown and every framework Blueprint as pseudo-code ship in the plugin, and the Setup window connects an assistant to the editor.
- Setup window. One place to configure a project for PC VR, Quest, desktop or mobile, check the settings the framework needs, and set up AI assistants.
- One-click builds. Package for desktop, PC VR, Quest and mobile from the editor, one platform at a time or all in a row; the settings that differ per platform are switched for the build and put back afterwards.
- Upgrading from Advanced Framework. A step-by-step guide for AI assistants and editor tools that swap the legacy components for their 2.0 counterparts and keep the values set on placed actors.
- Headset-independent controllers. The controller model comes from the XR runtime, whatever headset is in use.
- Teleport destinations rebuilt. Locations, plane and spline areas, all selectable by laser or fingertip too, and seats that carry the player along.
- Hand Pose Studio gains finger posing, curl to contact, a socket gizmo and linked mirroring.
- Spectator cameras. One component turns any actor into a camera that stays put, turns towards a target or follows it. Switch the live camera with a key: it fills the headset's spectator screen in VR and opens as a picture-in-picture on desktop, and monitors in the world show any camera's feed. With its own showroom.
- World UI that matches the HUD. Widgets in the world now show the theme's colours exactly as they appear on screen, in bright and dark levels alike.
The idea behind it
An object declares what may be done to it by having a component attached — a grip interaction, a select interaction. The player's abilities decide how that happens. Between them travels a small struct describing who is acting, which means a target never references a pawn class and therefore never cares whether it is being used in VR, on desktop or on mobile.
Activation is managed with named blockers rather than booleans, so independent systems can suppress the same ability without overwriting each other — the grip system and the menu can both disable movement, and it re-enables only when both are done.
What you can build with it
Each line is a working example map in the plugin and a short how-to in the documentation.
- Grab objects in VR and drag them on desktop, with hand poses that fit the object.
- Point, click or touch the same button with a mouse, a laser or a fingertip.
- UI that follows the player: checklists and panels that stay in front of them, in VR and on the HUD.
- Label the parts of a machine or product with arrows and leader lines.
- Snap parts into place: keyed slots, surface placement, a ghost preview.
- Hand out tools on demand from a rack, straight into the hand.
- Switch levels with a loading screen, the right pawn spawning on every platform.
- Hand-tracking gestures as input, bound in Enhanced Input like a button.
- Replicate an interaction: how grabbed objects, snapped parts and UI replicate.
Two worked examples go further: a product configurator and a VR safety-training scenario, each mapped to the modules that carry it.
Who it is for
Teams building architectural visualisation, product configurators, training and simulation, or any project that needs to reach more than one kind of device without maintaining separate content.
Works with AI assistants
The plugin ships a pack for Claude Code, Cursor, Codex, Copilot and similar tools: a guide with the framework's rules and mental model, the full documentation as Markdown, and pseudo-code of every framework Blueprint. The Setup window writes the pointer files into your project and can start Unreal's MCP server, so an assistant connected to the editor reads the guide, builds on the framework the way the examples do and prepares hand poses, instead of guessing at component names. Add Codeable AI Editor Tools and it also reads and lays out your own Blueprints. The documentation is public for any assistant at docs.human-codeable.com/llms.txt.
Features
Cross-platform by construction
VR, desktop and mobile pawns ship together. The level's data asset decides which spawns, so the same map and the same interactable content serve all three.
A complete interaction system
Grip with pickup, latch, drag and physics modes. Select by laser, fingertip or click. Gaze with dwell. Direct-touch overlap. Teleport with comfort options. Locomotion with smooth or snap turning.
A UI design system, not a widget pack
Themeable primitives through to full page scaffolds, with live theme switching. Screen space, world space, body-locked and wrist-mounted spatial UI from the same widgets.
Hand tracking and gestures
Gestures defined as data assets — finger curl, bone distance and angle rules — that inject synthetic input keys, so they bind in Enhanced Input like any other button. Includes a Hand Pose Studio editor for authoring grip poses.
Built on replication
Adaptive transform replication, a custom net driver that lets non-pawn objects call server RPCs, and replicated UI. Full multiplayer support follows in a later release.
A showroom for every feature
22 playable showrooms behind one hub: snapping with a gear machine, a rifle you assemble and a living room to furnish, teleporting by bench and car ride, spawners, settings, spectator cameras, VR hands with a pose fitted to every object, and the full UI. Every table explains itself.
Ready for AI assistants
The plugin ships a guide for assistants, the documentation as Markdown and every framework Blueprint as text. The Setup window connects Claude Code, Cursor, Codex or Copilot to the editor, so an assistant builds the way the examples do.
Documented and extensible
A page per module with setup, usage and extension points, plus a full generated API reference. Every system has defined seams so you extend rather than fork.
Try it before you buy it
The showroom, built and packaged — the same example rooms the framework ships with, running on your own hardware. No install, no engine, no account.
Mouse and keyboard. The same rooms and the same interactions, without a headset.
Windows 10/11 · 64-bitDownload 484 MB ↓hosted at drive.google.comPC VRTethered headset over OpenXR. Unzip and run the executable with your headset connected.
Windows 10/11 · SteamVR, Oculus or any OpenXR runtimeDownload 484 MB ↓hosted at drive.google.comMobile VRStandalone headset build. Unzip, connect the headset by USB with developer mode on and run the Install .bat — no PC needed once it is on.
Meta Quest 2, 3, 3S or Quest ProDownload 303 MB ↓hosted at drive.google.comMobilePhone or tablet. Touch controls, the same rooms, no headset at all. Unzip and run the Install .bat with the device connected by USB (USB debugging on).
Android 12L+ · ARM64 deviceDownload 303 MB ↓hosted at drive.google.comReady to build with it?
Sold through Fab under the standard Fab licence, with updates included.