Number of Blueprints: 5 (plus 2 example Blueprints)
Network Replicated: Yes
List of Features: Simple falling damage, advanced falling and momentum damage, example health system
Intended Platforms: Windows, Mac, PS4, iOS, Android, Xbox One, Oculus, Other.
Platforms Tested: Windows, Mac
Documentation: Blueprint tutorials to cover main use include. Additional documentation available via videos
蓝图数目: 5(加上2个示例蓝图)
网络复制: 是的
功能一览表: 简单掉落伤害,高级掉落和动量伤害,示例健康系统
预期平台: Windows,Mac,PS4,iOS,Android,Xbox One,Oculus,其他。
测试平台: Windows,Mac
文件: 涵盖主要用途的蓝图教程包括。 通过视频提供的其他文档
Newtonian Falling and Momentum Damage System
Feature Overview and Documentation Video
This 100% Blueprint powered system is completely drag and drop and will work on any character or controller! Included is two different systems for handling falling damage.
Simple Damage System: Starting with a simple old-school falling damage system, which applies damage based on your fall height. This is very easy to get up and running and match with your project, but is also somewhat limited in use compared to the advanced system (detailed below).
Advanced Momentum Based Damage System: This system is the recommended system to use, as it takes into account changes in the player’s acceleration, and calculates the amount of G forces the player would be experiencing. Then, if the G forces are above the allowable threshold, the player will receive an amount of damage based on how much they exceed it. This allows for things like cushioning falls with water volumes, jump pads that don’t cause damage to the player, damaging the player when they are slammed into a wall, and much, much more.
Using the advanced system included with Newtonian will result in realistic and reliable damage calculations for your players when they experience rapid deceleration, as from falling or being thrown into objects.
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牛顿坠落和动量破坏系统
这 100%蓝图动力系统 完全是 拖放 并将在任何角色或控制器上工作! 包括的是 两种不同的系统 用于处理坠落损坏。
简易损坏系统: 从一个简单的老派坠落伤害系统开始,它根据你的坠落高度施加伤害。 这是 很容易 启动并运行并与您的项目匹配, 但与先进的系统相比,在使用上也受到一定的限制 (下文详述)。
先进的基于动量的伤害系统: 这个系统是推荐使用的系统,因为它考虑到玩家加速度的变化,并计算玩家将要经历的G力的数量。 然后,如果G力高于允许的阈值,玩家将根据它们超过它的程度获得一定数量的伤害。 这允许像缓冲瀑布的水量,跳垫不会对玩家造成伤害,当他们被撞到墙上时损坏玩家,等等。
使用Newtonian附带的高级系统将导致 真实可靠的损伤计算 对于你的球员,当他们经历快速减速,如下降或被扔进物体。
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