小海盗 发表于 2024-8-6 16:03:06

LEVEL TRANSITION SYSTEM 适配UE5.0器管理系统















Container System
Thanks to our simple and understandable documentation, anyone can use the system without being an expert in C++ or Unreal Blueprints. In fact, you don't need any programming experience at all! Thanks to the flexible and efficient "Container Management System", anyone can create their transition without writing a single line of code.

Each container contains a heading, an information text, an indication of the minimum time to be spent in transition, a mesh for the rotating actor and an indication of the rotation speed of the rotating actor. The import of the containers into the Transition Manager is already done automatically, so you can always modify the container structure and use the new values directly.

The containers will be randomly selected as long as you did not specify a custom container when you started the transition.

Custom Save System
So that we can work with values over different levels, the values are written in a custom Save File directly at the trigger event for the transition. This file is then loaded at the beginning of the transition level where the values are then read and updated if necessary.

In this way, the system knows, for example, to which level it should finally load. Furthermore, we can prevent the self-container from being loaded twice in a row, which can significantly increase the user experience.

Spawning Manager
To avoid problems after loading into the new level, we have developed the Spawning Manager. This takes care among other things that you can spawn the player at one or more positions selected by you. But even if you don't want to spawn the player with the spawning manager, it should be placed in your levels, because it also performs other important processes, such as resetting the input mode.

HUB Map Layout
To illustrate how easy it is to travel from level to level we have created a HUB level that connects several levels. From the HUB you can load into four different levels which can then load back into the HUB or another level. A diagram of how exactly the demo levels are structured in this project can be found in the documentation. The levels have been equipped with the free Easy Grid material so that they can be clearly distinguished from one another.

The"LEVEL TRANSITION SYSTEM" contains:
6 Levels (Transition Scene Included)
Easy Grid Material
Distortion Material (See product pictures and demo video)
Glowing Materials
10. Blueprints
Transition Widget
Fade Widget (Fade in / out Animations)

Added in last update:
Direcly enter the Destination Level at the Transition Trigger Blueprint
Increased usability (Out of Box principle)
New Technical Documentation
New Level Layout + Level Design
New Materials (EasyGrid Materials / Distortion Material / Glowing Materials)
Custom Save System to work with values across multiple levels

Fixed Bugs:
The input error (No Input after loading in new Level) was fixed
Removed unnecessary Game Instance
More performant "Spawning Manager"

Levels:
HUB: The HUB is a demonstration level which connects 4 different levels. The HUB shows how easy you can travel between different levels and how you can customize your Transitions with some easy clicks.
Demo Levels: The Demo Levels are 4 different designed levels, used to demonstarte traveling between maps.
Transition Level: The Transition Level is loaded between changing levels. In here you can design and customize your loading transition.

Currently Working on:
Adding Async Loading
技术细节
Features:
Level Transition in just a few clicks.
Custom Save System
Container Managment System
Easy Grid Material
Distortion Material
Spawning Manager
Number of Blueprints: 10 Blueprints
Supported Development Platforms:
Windows: (Yes)
Mac: (Not tested)

Documentation: PDF
Important/Additional Notes: I want to mention that this is not a real loading screen. It is just a level that is loaded between two other levels! A "Level transition". No Animations / Poses included!


容器系统
得益于我们简单易懂的文档,任何人都可以使用该系统,无需精通 C++ 或虚幻蓝图。事实上,您根本不需要任何编程经验!得益于灵活高效的“容器管理系统”,任何人都可以创建自己的过渡,而无需编写一行代码。

每个容器都包含一个标题、一个信息文本、一个过渡所需时间的指示、一个旋转角色的网格以及一个旋转角色的旋转速度指示。容器导入过渡管理器的过程已经自动完成,因此您可以随时修改容器结构并直接使用新值。

只要您在启动过渡时没有指定自定义容器,容器就会被随机选择。

自定义保存系统
为了能够处理不同级别的值,这些值会在过渡触发事件时直接写入自定义保存文件中。然后在过渡级别的开始时加载此文件,然后根据需要读取和更新这些值。

这样,系统就知道,例如,它最终应该加载到哪个关卡。此外,我们可以防止自容器连续两次加载,这可以显著提高用户体验。

生成管理器
为了避免加载到新关卡后出现问题,我们开发了生成管理器。除其他事项外,它还负责在您选择的一个或多个位置生成玩家。但即使您不想使用生成管理器生成玩家,也应该将其放置在您的关卡中,因为它还执行其他重要过程,例如重置输入模式。

HUB 地图布局
为了说明从一个关卡到另一个关卡的移动有多么容易,我们创建了一个连接多个关卡的 HUB 关卡。您可以从 HUB 加载到四个不同的关卡,然后可以将其加载回 HUB 或另一个关卡。可以在文档中找到有关此项目中演示关卡的具体结构图。这些关卡配备了免费的 Easy Grid 材料,以便可以清楚地区分它们。

“关卡过渡系统”包含:
6 个关卡(包括过渡场景)
Easy Grid 材质
失真材质(查看产品图片和演示视频)
发光材质
10. 蓝图
过渡小部件
淡入淡出小部件(淡入/淡出动画)

上次更新中添加:
在过渡触发蓝图处直接输入目标关卡
提高可用性(开箱即用原则)
新技术文档
新关卡布局 + 关卡设计
新材质(EasyGrid 材质 / 失真材质 / 发光材质)
自定义保存系统可处理跨多个关卡的值

修复的错误:
输入错误(在新关卡中加载后无输入)已修复
删除了不必要的游戏实例
性能更佳的“生成管理器”

关卡:
HUB:HUB 是一个连接 4 个不同关卡的演示关卡。 HUB 展示了您如何轻松地在不同关卡之间移动,以及如何通过一些简单的点击自定义过渡。
演示关卡:演示关卡是 4 个不同设计的关卡,用于演示地图之间的移动。
过渡关卡:过渡关卡在变化的关卡之间加载。在这里,您可以设计和自定义加载过渡。

目前正在进行:
添加异步加载
技术细节
功能:
只需单击几下即可完成关卡过渡。
自定义保存系统
容器管理系统
简易网格材料
失真材料
生成管理器
蓝图数量:10 张蓝图
支持的开发平台:
Windows:(是)
Mac:(未测试)

文档:PDF
重要/附加说明:我想提一下,这不是真正的加载屏幕。它只是一个在两个其他关卡之间加载的关卡!“关卡过渡”。不包括动画/姿势!





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