蓝图 Advanced Locomotion Component 1.5 适配UE5.1 高级运动组件

蓝图  角色  UE5.0 




















Disclaimer:
Some content in showcase is not included in asset, but will provide free samples and tutorials
Locomotion Component - Compatible with most Animsets in the marketplace & Pragon

Main Features:
It can be integrated into any existing project.
No need to inherit from a parent character class, just add component in the character blueprint and it's done.
Support for both UE4 and UE5 skeletons.
Adding and modifying animations, as well as changing character speeds, can all be done simply through the use of DataTables, making it easy to manage a large number of animations.
The logic of animation states no longer needs to be done in ABP. Simply configure the animations for each state, and switch states as needed in any BP.
Other animsets from the marketplace are also supported, with assets such as Kubold, GhostSamurai_Bow, and Paragon already tested [Youtube] (more animsets will be tested in the future, and related tutorials will be created).
Very flexible animation configuration that can meet most requirements. All animations in the showcase project are completed through configuration.
You can adjust the animation of each pose by adding Anim Override.
Anim Override allows you to create different movement animations using fewer animations.

This asset includes lightweight combat components, it is built on an Event-driven architecture(Wiki) (Blueprint Only).

Features:
Using components and events instead of interfaces and parent classes can lead to better decoupling
No need to know the specific type of the Actor anymore, as everything is treated as an Actor type, completely avoiding the use of type conversions (Cast to XXX).
When a value or state changes, all listeners are notified through an event dispatch mechanism to avoid using Event Tick

Components included:
QuickBar:Used to manage weapon switching
Health:manages character's health, damage taken, and death
HUD:used to create and remove widget and dispatch events to widget
AbilitiesManager:registers, unregisters, and get abilities
Ability:manages ability cooldowns and triggers
Bow:a universal bow solution that manages the state of the bow.
Event:used for communication between BP
Montage:used to play replicated montage and receive animation notify in any place.
Team:used to assign teams to characters
Weapon:Used for melee attack trace and management of some basic properties.

All of the above components implement the most basic functions and are not coupled to each other. Therefore, you are free to usd and extend them as you wish.

技术细节
This asset contains portions of content from the following assets provided by Epic (which can only be used within Unreal Engine, according to epic policies)
Lyra Starter Game (Animations)
Valley of the Ancient (LightDart Effects & Echo Animations)
Paragon-Sparrow (Weapon + Animations)
Paragon-Greystone (Weapon + Animations)
Dependent plugins (Free Epic official plugins)
Animation Locomotion Library
Animation Warping
Spatialization
Audio Modulation
MetaSound
Number of Blueprints: 60
Input: (Keyboard, Mouse)
Network Replicated: (Yes)
Supported Development Platforms:
Windows: (Yes)


免责声明:
展示中的部分内容不包含在资产中,但将提供免费样本和教程
运动组件 - 与市场上大多数 Animsets 和 Pragon 兼容

主要特点
可集成到任何现有项目中。
无需从父角色类继承,只需在角色蓝图中添加组件即可。
支持 UE4 和 UE5 骨架。
添加和修改动画,以及改变角色速度,都可以通过使用数据表(DataTables)简单完成,从而轻松管理大量动画。
动画状态的逻辑不再需要在 ABP 中完成。只需为每个状态配置动画,并根据需要在任何 BP 中切换状态即可。
还支持市场上的其他动画集,如 Kubold、GhostSamurai_Bow 和 Paragon 等资产已通过测试 [Youtube](未来将测试更多动画集,并创建相关教程)。
非常灵活的动画配置,可满足大多数要求。展示项目中的所有动画都是通过配置完成的。
你可以通过添加 Anim Override 来调整每个姿势的动画效果。
通过 Anim Override,您可以使用更少的动画来创建不同的动作动画。

该资产包括轻量级战斗组件,它基于事件驱动架构(Wiki)构建(仅限蓝图)。

特点
使用组件和事件而非接口和父类可实现更好的解耦
无需



作者 小海盗 发表于 4 天前
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