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!

特征:

  • 只需点击几下即可完成关卡过渡。
  • 自定义保存系统
  • 货柜管理系统
  • 简易网格材料
  • 变形材料
  • 产卵经理

蓝图数量:10个蓝图

支持的开发平台:

视窗:(是)

Mac:(未测试)

文件: PDF格式

重要/附加说明:我想提一下,这不是一个真正的加载屏幕。 它只是一个在两个其他级别之间加载的级别! 个”电平过渡”。 不包括动画/姿势!










Updated Preview: Video

Preview: Video

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Product is actively supported!

Welcome

You probably know it. You have created two beautiful levels for your game and now you want to connect them. But somehow normal transitions or LoadingScreens are too boring for you. With our system you can now easily create stunning, three-dimensional and AAA quality transitions for your levels, all with just a few clicks! In the following lines we will explain what the system can do and what you can use it for.

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

更新预览: 短片

预览: 短片

不和谐

报告错误

产品积极支持!

欢迎。

你可能知道。 你已经为你的游戏创建了两个美丽的水平,现在你想连接它们。 但不知何故,正常的过渡或LoadingScreens对你来说太无聊了。 使用我们的系统,您现在可以轻松地创建惊人的,三维和AAA质量转换为您的水平,所有只需点击几下! 在以下几行中,我们将解释系统可以做什么以及您可以使用它。

集装箱系统

得益于我们简单易懂的文档,任何人都可以使用该系统,而无需精通C++或虚幻蓝图。 事实上,你根本不需要任何编程经验! 由于灵活高效的”容器管理系统”,任何人都可以创建他们的过渡,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、一个用于过渡的最短时间的指示、一个用于旋转actor的网格以及一个用于旋转actor的旋转速度的指示。 将容器导入过渡管理器已自动完成,因此您始终可以修改容器结构并直接使用新值。

只要您在开始转换时未指定自定义容器,容器将被随机选择。

自定义保存系统

因此,我们可以处理不同级别的值,这些值将直接在转换的触发事件处写入自定义保存文件中。 然后在转换级别开始时加载此文件,然后在必要时读取和更新值。

通过这种方式,系统知道,例如,它应该最终加载到哪个级别。 此外,我们可以防止自容器连续加载两次,这可以显着增加用户体验。

产卵经理

为了避免加载到新关卡后出现问题,我们开发了产卵管理器。 这需要注意的是,您可以在您选择的一个或多个位置生成玩家。 但即使您不想使用产卵管理器产卵玩家,它也应该放在您的关卡中,因为它还会执行其他重要过程,例如重置输入模式。

枢纽地图布局

为了说明从一个级别到另一个级别旅行是多么容易,我们创建了一个连接多个级别的中心级别。 从集线器,您可以加载到四个不同的级别,然后可以加载回集线器或另一个级别。 可以在文档中找到该项目中演示级别的结构示意图。 水平已经配备了自由容易网格材料,以便他们可以清楚地区分彼此。

“关卡过渡系统” 包含:

  • 6个级别(包括过渡场景)

  • 易网格材料

  • 失真材料(请参阅产品图片和演示视频)

  • 发光材料

  • 10. 蓝图

  • 过渡小部件

  • 淡入淡出窗口小部件(淡入淡出动画)

在上次更新中添加:

  • 直接在过渡触发器蓝图中输入目标关卡

  • 增加可用性(开箱即用原则)

  • 新的技术文档

  • 新关卡布局+关卡设计

  • 新材料(EasyGrid材料/变形材料/发光材料)

  • 自定义保存系统以处理跨多个级别的值

修正错误:

  • 输入错误(在新级别加载后没有输入)已修复

  • 删除不必要的游戏实例

  • 更多性能”产卵经理”

水平:

  • 集线器:集线器是连接4个不同级别的演示级别。 该中心显示了您可以轻松地在不同级别之间旅行,以及如何通过一些简单的点击来自定义过渡。

  • 演示级别:演示级别是4个不同的设计级别,用于演示地图之间的旅行。

  • 过渡级别:在变化的级别之间加载过渡级别。 在这里,您可以设计和自定义加载过渡。

目前正在研究:

  • 添加异步加载

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