




Features:
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Fully playable character with physics simulated capsule
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Character implemented from scratch from the bottom up using the Pawn class
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Fully implemented character state machine using the UE5 default State Tree Plugin
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Physics simulated character abilities and weapons
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25+ Types of physics assets
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All assets use the default physics engine capabilities (no custom plugin)
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Each asset can be used independently
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Simple drag and drop and configure assets in the level editor
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Some assets can be customized per instance in the level editor
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No C++ used, only Blueprints
Number of Blueprints: 64 (35 of which are actor blueprints)
Number of Static meshes: 28
Number of Skeletal meshes: 1
Number of Niagara Systems: 6
Number of Materials and Material instances: 10
Number of Textures: 1
Number of Maps: 1
Used Plugins: StateTree, GameplayStateTree
Input: Keyboard and Mouse
Supported Development Platforms: Windows
Network Replicated: No
Important/Additional Notes:
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Multiplayer and VR not supported
特征:
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完全可玩的角色与物理模拟胶囊
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使用Pawn类从头开始实现的字符
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使用UE5默认状态树插件完全实现字符状态机
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物理模拟角色能力和武器
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25+物理资源类型
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所有资源都使用默认的物理引擎功能(没有自定义插件)
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每个资产都可以独立使用
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在关卡编辑器中简单拖放和配置资源
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可以在关卡编辑器中为每个实例自定义某些资源
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没有使用C++,只有蓝图
蓝图数量:64个(其中35个是actor蓝图)
静态网格数:28
骨架网格体数量:1
尼亚加拉系统数量:6
材质和材质实例数:10
纹理数量:1
地图数量:1
使用过的插件: StateTree,GameplayStateTree
输入:键盘和鼠标
支持的开发平台:Windows
网络复制:没有
重要/附加注意事项:
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不支持多人游戏和VR
This is a first-of-its-kind UE5 toolkit built to help you create your own Physics-based Platformer.
Whether you’re prototyping or building a full game, this pack gives you a fully implemented character (with simulated capsule, weapons and equipment) and 25+ physics-based gameplay elements.
Each asset is self-contained and can be used independently. Some of the assets can be configured per-instance in editor in order to create variation.
—————–🎬Watch TRAILER——————
—————🕹️Play FREE DEMO——————-
————-⚒️Watch HOW TO videos————– (check this out for implementation details)
📢For questions and support: Join Discord Server or go to ->Official Support Page
🎯 Coming in the next releases
➡️ Coming in v1.2: Modularization of abilities, weapons and equipment, for easy integration in your own character and in the default 3rd Person Character
➡️ Coming in v1.1: Full release of 3rd Person Mode
🆕 New version is out v1.0.8:
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General improvements:
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Added shortcut to switch between 3rd Person and Side Scroller levels
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Fixed key mapping display
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Fixed character not being able to walk on ground in a damping field
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Fixed character not being able to walk on falling objects in a damping field
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Fixed gravity being activated on objects in a damping field when it wasn’t before
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Fixed character still falling when in antigravity field
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Improvements for 3rd Person Mode:
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Separated PhysicsGun and Grab handler components so we can customize them
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Added switch to orient or not object to the camera for PhysicsGun and Grab
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Tweaked the Physics Gun constraint to make it feel more stable and sturdy
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Fixed Grab not highlighting bigger objects entirely
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🆕 New version is out v1.0.7:
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Beta release of 3rd Person Mode
🆕 New version is out v1.0.4:
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Fixed rocket stabilization issue
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Implemented an additional rocket version which slides instead of turning in force fields
🧩 Key Features
🚶➡️ Fully Playable Character
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Physics-simulated capsule, movement, and abilities
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Character built from the bottom-up from the Pawn class
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State machine built using the new UE5 default State Tree plugin
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Includes:
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Movement: Walk/Run, Jump, Air Control
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Abilities: Stomp, Grab Objects
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Equipment: Jetpack, Grapple Hook, Physics Gun
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Weapons: Punch, Rocket Launcher, Grenade Launcher, Balloon Gun, Bubble Gun
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🦿 25+ Dynamic Physics Assets
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Core assets
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Variable length Chain, Fixed length rope
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Pull Lever, Push Button, Light Bulb, Hanging Lamp
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5 Types of hanging platforms
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4 types of forcefields (directional, radial, damping, antigravity)
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Blowing Fan
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Hinged Door
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Rope Bridge
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Other assets
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Physics surfaces (bounce, friction), Helium Balloon, Soap Bubble
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Launch Pad, Spring Pad, Spring Board, Seesaw
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Simple cart, Battering Ram, Crankshaft (Flywheel), Simple Propeller, Punching Bag
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⚠️ Important Notes
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This toolkit needs State Tree UE5 plugin (see technical details).
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This toolkit is focused on the physics simulation. The meshes, materials and effects are not the main focus of the pack, they are only provided in order to showcase the physics assets.
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Physics simulation is usually unpredictable. While assets are designed to be reliable in most scenarios, some specific cases may require custom adjustments on your end.
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Blueprints implementation only (no C++)
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Not tested in VR.
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Not tested in multiplayer.
🐞Known issues
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The grapple hook visual representation is not correctly updated when latching onto a geometry collection. But the grapple does in fact work. There’s currently no way to get the location of a part of a geometry collection in Blueprints.
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In a physics field, physics constraints break if one of the attached components goes to sleep. It seems to be an engine bug. The workaround used is a Physical Material which doesn’t sleep, applied on the components affected by the field.
这是第一次 UE5 帮助您创建自己的工具包 基于物理的平台.
无论你是原型还是构建一个完整的游戏,这个包给你一个 完全实现的字符 (附有模拟太空舱、武器及装备)及 25+基于物理的游戏元素.
每个资产都是自包含的,可以独立使用。 可以在编辑器中为每个实例配置一些资源,以便创建变体。
—————–🎬观看预告片——————
—————️️免费演示——————-
————-️️观看视频————– (请查看此实施细节)
▪询问和支持: 加入Discord服务器 或前往->官方支持页面
🎯将在下一个版本中推出
将能力、武器和装备模块化,以便于集成到你自己的角色和默认的第三人称角色中
第1.1版即将推出:第3人称模式的全面释放
*新版本已推出v1.0.8:
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一般改进:
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添加了在第三人称和侧滚动条级别之间切换的快捷方式
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固定键映射显示
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在阻尼场中不能在地面上行走的固定字符
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固定在阻尼场中不能在坠落物体上行走的角色
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固定重力在阻尼场中的物体上被激活,而不是以前
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固定角色在反重力场时仍然下降
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第三人称模式的改进:
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分离PhysicsGun和Grab处理程序组件,以便我们可以自定义它们
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添加切换到定向或不对象到相机的物理搜索和抓取
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调整了物理枪约束,使其感觉更稳定和坚固
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固定抓取不完全突出显示更大的对象
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*新版本已推出v1.0.7:
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第三人称模式测试版
*新版本已推出v1.0.4:
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修正火箭稳定问题
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实现了一个额外的火箭版本,它在力场中滑动而不是转动
▪主要特点
🚶➡️ 完全可玩的角色
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物理-模拟胶囊、运动和能力
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从Pawn类自下而上构建的角色
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使用新的UE5默认值构建的状态机 状态树 插件
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包括:
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运动:步行/跑步,跳跃,空中控制
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能力: 跺脚,跺脚, 抓取对象
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设备: 喷气背包, 抓钩,抓钩, 物理枪
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武器: 冲床,冲床, 火箭发射器, 榴弹发射器, 气球枪, 泡泡枪
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🦿 25+动态物理资源
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核心资产
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变长链、定长绳
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拉杆,按钮,灯泡,吊灯
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5种悬挂平台
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4种力场(定向、径向、阻尼、反重力)
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吹风扇
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铰链门
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绳桥/绳桥
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其他资产
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物理表面(反弹,摩擦),氦气球,肥皂泡
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发射台,弹簧垫,弹簧板,跷跷板
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简易推车,冲击锤,曲轴(飞轮),简易螺旋桨,出气筒
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⚠️重要注意事项
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此工具包需要状态树UE5插件(请参阅技术细节)。
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这 工具包 专注于物理模拟。 网格体、材质和效果不是包的主要焦点,它们只是为了展示物理资源而提供的。
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物理模拟通常是不可预测的。 虽然资产在大多数情况下都是可靠的,但某些特定情况可能需要在您的终端上进行自定义调整。
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仅蓝图实现(无C++)
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未在VR中测试。
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未在多人游戏中测试。
▪已知问题
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锁定到几何集合时,抓钩可视化表示未正确更新。 但抓斗实际上确实有效。 目前无法在蓝图中获取几何集合的一部分位置。
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在物理场中,如果其中一个附加组件进入睡眠状态,物理约束就会中断。 这似乎是一个引擎错误。 使用的解决方法是不睡觉的物理材料,应用在受现场影响的组件上。

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