Features:

  • Input Buffer Manager

  • Motion Matching

  • State, Activity Manager

  • Collision Manager

  • Attributes and Stats

  • Movement Manager

  • Rotation Manager

  • AI Combat Manager

  • Ladder

  • Footsteps

  • Status Effects

  • Stats Regenerator

  • Team Relations

  • Combat Effects

  • Blood Decal, Blood Splatter

  • Montage Manager

  • Hit Reaction Manager

  • Execution Manager

  • Target Manager

  • Lock on Target

  • AI Alert Others Actor

  • AI Spawner

  • Patrol Path Actor

  • One Handed Sword

  • Two Handed Weapon

Number of Blueprints: 111

Number of Animations: 209 Anims

Number of VFX: 6

Number of Materials: 116

Number of Sounds: 398

Number of Meshes: 12

Number of Widgets: 8

Required Plugins:

Common UI

Motion Warping

Chooser

Pose search

Animation Locomotion Library

Animation Warping

Input: Gamepad, Keyboard, Mouse

Network Replicated: Yes, Full Multiplayer Support

Target Platform: PC

Documentation Link: https://discord.gg/jarfCwTaeh

Important/Additional Notes: contains Commented Bluerpints. Please Check the Full List of Features

特征:

  • 输入缓冲区管理器

  • 运动匹配

  • 状态,活动经理

  • 碰撞管理器

  • 属性和统计

  • 运动经理

  • 轮换经理

  • AI战斗经理

  • 梯子,梯子

  • 脚步声

  • 状态影响

  • 统计再生器

  • 团队关系

  • 战斗效果

  • 血贴花,血溅

  • 蒙太奇经理

  • 命中反应管理器

  • 执行经理

  • 目标经理

  • 锁定目标

  • AI提醒他人演员

  • AI产卵器

  • 巡逻路径演员

  • 单手剑

  • 双手武器

蓝图数目: 111

动画数量: 209动画

特效数量: 6

材料数量: 116

声音数量: 398

目数:12

小部件数量: 8

所需插件:

通用UI

运动翘曲

选择者

姿势搜索

动画运动库

动画翘曲

输入:游戏手柄,键盘,鼠标

网络复制: 是的,完整的多人游戏支持

目标平台:PC

文档链接: https://discord.gg/jarfCwTaeh

重要/附加说明:包含注释的蓝点。 请 查看完整的功能列表

Combat Game Sample (CGS) is a powerful yet highly flexible Combat System designed to kickstart your projects. Includes Advanced RPG Features, high-standard code examples, built-in Motion Matching, data-driven Combat and a Fully Multiplayer Ready approach. Latest version is fully integrated with Game Animation Sample – no parent classes.

CGS Showcase | Documentation

CGS Demo (Soulslike) Project Combined with GASP(Art assets not included): Demo

Content Demo: Demo

The CGS covers a lot of aspect of game mechanics. Please Check the Full List of Features

Why should you choose Combat Game Sample? CGS is designed to be flexible and user-friendly, allowing you to build your project from scratch or customize it to your needs. You won’t have to sift through countless objects or blueprints referencing complex components, nor will you need to master the entire system before getting started. With its intuitive and streamlined approach, CGS ensures ease of use while offering the power and flexibility to expand for any scenario. This is possible because core logic of the Combat is component-based, while all the demo logic for every advanced feature is located into the Character it can also be removed or migrated it seconds without any references.

The Combat Game System (CGS) is the ultimate solution for your combat-focused projects, designed with a Fully Multiplayer-Ready approach. Every function and component in CGS is REPLICATED, from the Input Buffer to the State Manager with Gameplay Tag-based activities. This ensures seamless integration into any project type—whether you’re creating a Close Combat game, a Soulslike experience, or something entirely unique.

Have you struggled with systems that impose unnecessary restrictions, forcing you to rebuild mechanics to fit your vision? CGS is built differently.

  • No reliance on an Inventory System: You can integrate any inventory system of your choice.

  • Not tied to a character: Easily transfer the exact mechanics that fits your project from the Demo Character to your custom character and achieve high-quality combat functionality.

  • Utilize advanced tools like Choosers to dynamically play Hit Reaction Montages based on Hit Data, Gameplay Tags, and more.

  • Clean and Well-Commented Blueprints: Easily navigate and understand the system with clear code examples that demonstrate how to integrate and customize features for your project.

  • Project-Specific Functions: Built-in mechanics tailored for action-packed gameplay, including Deflection, Exection, Soulslike AI, Riposte

  • Stairs and Ladders Integrated into this Project.

  • RPG Footsteps System integrated into this Project.

Features:

  • Fully Multiplayer Support

  • Lyra-like Advanced Locomotion with Mask Layer-blending, Montage Slots and Runtime Overlay Change

  • Complex Overlay System for GASP Integration

  • Advanced Character Attributes and Stats System

    • Attributes and Stats separated values (Dexterity, Intelligence, Strength are Attributes)

    • Gameplay tag based

    • Load attributes based on Class

    • Migrate Attributes List within Data Tables

    • Atttributes affect Stats (Dexterity->Attack speed), Stats cannot exceed limits.

    • Read the Full Feature List

  • Weapon Collision and Damage System (Calculate Damage based on Armor, Block resistance, Critical Multiplier, Accuracy, Armor penetration.)

  • Melee Combat System

  • Soulslike AI

    • AI Group Monitoring (AI monitor how many AIs is near player, how many currently is attacking. Can be more passive or aggressive based on AI count to prevent spam attacks)

    • AI Alert Others (when one AI detects Enemy, it Alerts other ones in Radius)

    • AI can Dodge, Block (with Defense Chance), Heal (with Cooldown), Parry Attacks and Execute, Deflect, Patrol, Strafe, Approach Target and more.

    • AI uses range-based type attacks – Close Range, Mid Range, High Range. So it will not try to attack you if you’re too far or will throw a bomb

    • AI Rare attacks

  • Parry System (Flexible Parry window, Multiplayer Ready, Parried actor can be Riposte)

  • Perfect Block

  • Deflect (Read the Full Feature List )

  • 8-way Directional Dodging/Rolling/Steps

  • Advanced Hit Reaction System based on Chooser (hit reactions based on attack power, attack category, attack type, hit location, hit bone name, damage type and etc. ) Defense break (If Stamina is low), Knockdowns, knockbacks, ragdoll hit reactions(does not included in demo project yet).

  • Environment Impact Sounds & VFX system (Data driven, Surface check)

  • Combat Effects Manager (Blood system with Dropplets, Block VFX and Sparks, Block/Not blocked/Parry sounds and effects, Damage Text Numbers)

  • Two-handed Stance (If weapon cannot be equipped in two-hand uses Focuses Stance)

  • Dual sword Mechanic

  • Targeting System

    • Fully Multiplayer ready (Target actor only in viewport, precise result based on multiple methods like Most Centered Actor)

    • Bone-based map with multiple lock-on positions (can target legs, head, arms)

    • Obstacle detection and Target Lost Distance

    • Switch Targets and Autofind new

    • Make any Actor Targetable

  • Input Buffer

  • State Manager

  • Status Effects

  • Soft Targeting (rotate towards actor on Attack)

  • Execution System

    • Threshold Checker (each attack increase enemy Posture, if Posture is more than value it can be executed)

    • Critical Damage Apply for Instant Damage

    • Directional Executions (Forward, Left, Back, Right)

    • Multiple Data Assets for different character types (if Victim is too big)

  • Team Relations (Neutral, Friendly, Hostile)

  • Status Regeneration

  • AI Spawner Mechanic

  • 400 sounds, 209 Animations, 10 niagara VFX, Blood and Foot Decals

With CGS, you’re not just getting a starting point—you’re unlocking complete control, flexibility, and a suite of professional-grade mechanics designed to save you time and frustration.

战斗游戏样本 (CGS) 是一个强大但高度灵活的 战斗系统 旨在启动您的项目。 包括先进的RPG功能,高标准的代码示例,内置的运动匹配,数据驱动的战斗和一个 完全多人游戏准备 接近。 最新版本与游戏动画示例完全集成-没有父类。

CGS展览厅 | 文件

CGS演示(Soulslike)项目与GASP(不包括艺术资产)相结合: 示范

内容演示: 示范

CGS公司 涵盖了游戏机制的很多方面。 请 查看完整的功能列表

你为什么要选择 战斗游戏样本? CGS公司 被设计成 灵活方便用户使用,允许您从头开始构建项目或根据您的需要进行自定义。 你不必筛选 无数的对象或蓝图 引用复杂的组件,也不需要在开始之前掌握整个系统。 凭借其直观和精简的方法,CGS确保了易用性,同时提供了扩展任何场景的能力和灵活性。 这是可能的,因为战斗的核心逻辑是基于组件的,而每个高级功能的所有演示逻辑都位于角色中,也可以在没有任何引用的情况下将其删除或迁移。

战斗游戏系统 (CGS) 是您的战斗重点项目的最终解决方案,设计与 完全多人游戏准备 接近。 每个功能和组件 CGS公司复制的,从 输入缓冲区国家经理基于游戏标记的活动. 这确保无缝集成到任何项目类型-无论您是创建 近距离战斗游戏,一个 灵魂般的体验,或者完全独特的东西。

你有没有与强加于人的系统作斗争? 不必要的限制,迫使你 重建机械 符合你的理想? CGS的构建方式不同。

  • 不依赖库存系统: 您可以集成您选择的任何库存系统。

  • 与角色无关: 轻松地将适合您项目的精确机制从演示角色转移到您的自定义角色,并实现高质量的战斗功能。

  • 利用先进的工具,如 选择者 动态播放 命中反应蒙太奇 基于 点击数据, 游戏性标签,以及更多。

  • 干净且注释良好的蓝图: 轻松浏览和理解系统 清晰的代码示例 这将演示如何为您的项目集成和自定义功能。

  • 项目特定功能: 为动感十足的游戏量身定制的内置机制,包括偏转,Exection,Soulslike AI,Riposte

  • 楼梯和梯子融入了这个项目。

  • RPG游戏系统集成到这个项目中。

特征:

  • 完全多人支持

  • 类似天琴座的高级运动与蒙版层混合,蒙太奇插槽和运行时复盖变化

  • 用于GASP集成的复杂叠加系统

  • 高级角色属性和统计系统

    • 属性和统计分离值(灵巧,智力,力量是属性)

    • 基于游戏性标签

    • 基于类的加载属性

    • 迁移数据表中的属性列表

    • Attributes影响统计(灵巧->攻击速度),统计不能超过限制。

    • 阅读完整功能列表

  • 武器碰撞和伤害系统(根据装甲,块阻力,临界乘数,精度,装甲穿透计算伤害。)

  • 近战战斗系统

  • 灵魂般的AI

    • AI组监控(AI monitor有多少Ai靠近玩家,目前有多少正在攻击。 可以基于AI计数更加被动或积极,以防止垃圾邮件攻击)

    • AI提醒其他人(当一个AI检测到敌人时,它会提醒半径内的其他人)

    • AI可以闪避,阻挡(有防御机会),治疗(有冷却时间),招架攻击和执行,偏转,巡逻,扫射,接近目标等等。

    • AI使用基于范围的类型攻击-近距离,中距离,高距离。 所以它不会试图攻击你,如果你太远或会扔炸弹

    • AI罕见攻击

  • 招架系统(灵活的招架窗口,多人准备,招架演员可以是Riposte)

  • 完美街区

  • 偏转,偏转 (阅读完整功能列表 )

  • 8路定向闪避/滚动/台阶

  • 基于先进的命中反应系统 选择者 (根据攻击力,攻击类别,攻击类型,命中位置,命中骨骼名称,伤害类型等进行命中反应。 )防御突破(如果耐力低),击倒,击倒,布娃娃命中反应(还不包括在演示项目中)。

  • 环境影响声音&特效系统(数据驱动,表面检查)

  • 战斗效果管理器(血液系统与滴管,块特效和火花,块/未阻塞/招架声音和效果,伤害文本数字)

  • 双手姿势(如果武器不能装备在双手使用聚焦姿势)

  • 双剑技工

  • 瞄准系统

    • 完全多人游戏准备就绪(仅在视口中定位actor,基于多种方法的精确结果,如大多数居中Actor)

    • 基于骨骼的地图,具有多个锁定位置(可以针对腿部,头部,手臂)

    • 障碍物检测和目标丢失距离

    • 切换目标和自动新建

    • 使任何演员都成为目标

  • 输入缓冲区

  • 国家经理

  • 状态影响

  • 软目标(在攻击时向actor旋转)

  • 执行系统

    • 阈值检查器(每次攻击都会增加敌人的姿势,如果姿势超过值就可以执行)

    • 临界伤害申请即时伤害

    • 定向执行(向前,左,后,右)

    • 不同字符类型的多个数据资产(如果受害者太大)

  • 团队关系(中立,友好,敌对)

  • 状态再生

  • AI产卵机械师

  • 400个声音,209个动画,10个尼亚加拉特效,血和脚贴花

CGS公司,你不只是得到一个起点-你正在解锁 完全控制, 灵活性,以及一套 专业级机械师 旨在节省您的时间和挫折。

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