· Enhanced Input
· Network Replicated
· I expect it to work on all platforms, only tested on windows
· Main logic implemented in actor components so you can drag and drop it on an actor
· Datatable driven where possible
Numbers
Blueprints: 105
Meshes: 66
Input: Enhanced Input
Multiplayer Survival Template [MST]
You can use Hyper’s modular assets as a building block in your projects or in conjunction with my other modular assets. Upgrade anytime from Starter to Plus, Starter to Pro or Plus to Pro.
Support, community and documentation📁
Documentation📑YouTube 🎥and Discord are accessible without the need for verification. Docs are on my site after login.Upon purchase verification, you gain access to support forums for addressing bug encounters, data models, and a helpful community.
I comment extensively in the code, not just to explain actions but also to provide insights into their reasons, aiming to enhance your learning experience.
*增强输入
*网络复制
·我希望它可以在所有平台上工作,仅在windows上进行测试
*在actor组件中实现的主要逻辑,以便您可以将其拖放到actor上
*Datatable驱动在可能的情况下
数字
蓝图:105
网格:66
输入:增强输入
多人生存模板[MST]
您可以将Hyper的模块化资产用作项目中的构建块,也可以与我的其他模块化资产结合使用。 随时从入门级升级到Plus,入门级升级到Pro或Plus升级到Pro。
支援、社区及文件?
文件📑YouTube的 🎥和 不和谐 可访问 无需验证. 登录后文档在我的网站上。在购买验证后,您可以访问支持论坛,以解决错误遇到,数据模型和一个有用的社区。
我在代码中进行了广泛的评论,不仅仅是为了解释操作,还提供了对其原因的见解,旨在增强您的学习体验。
Manage Attributes for any game
Does your character need attributes like health and many others? Does your character need to be set on fire when he is in the middle of a fire particle? Do you want to subtract Stamina or Mana when performing an action? This and many other things it will do for you!
Key Features
This system is very extensive, the core features are as follows:
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Managing Attributes
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Managing State Effects
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Extensive attribute management functions
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Datatable driven
Attributes
They are defined into 6 main categories:
– Non-Persistent_Character_Attributes
– Persistent_Primary_Character_Attributes
– Persistent_Character_Survival_Attributes
– Persistent_Generic_Combat_Attributes
– Persistent_Ranged_Combat_Attributes
– Persistent_Level_Attributes
State Effects
The attribute manager has a state effect manager.
– These state effects are fully driven by a data table.
– These state effects can be activated or removed.
– These states will be automatically activated based on your current state or even on consumption.
Several states:
– Sick
– Healthy
– Infection
– Wounded
– Poisoned
– Drunk
Misc States:
This affects the chill temperature of the individual.
– Wet
– Warming
– On Fire
Temperature states:
Based on “external temperature”, the temperature state is switched.
– Be aware, the character also has a “Chill” temperature.
– The chill temperature can differ per character.
– This is dependent on a chill temp penalty.
– The penalty is determined by e.g. clothing if is wet, or near a fire and warmed.
– Each state has a screen animation effect.
What we do:
Hyper is your partner in Unreal Engine Development. We empower game creators by offering modular components, game templates, and courses. We strive to foster collaboration and innovation within our community. We are focused on Unreal Engine assets.
Our goal is to assist your game project, allowing you to concentrate on its core elements while we provide you with a solid foundation. Our tools are designed for flexibility and prepared to seamlessly integrate with any project concept you envision
What makes Hyper better than other assets on the marketplace?
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Top-Tier Modularity:
Hyper offers unmatched modularity in the Unreal Engine Marketplace. Select only the components you need, ensuring a streamlined and efficient development process.
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High-Quality, Organized Code:
Our assets set the standard for quality and organization. With Hyper, you’ll find clear, well-structured code, designed for segmented functionality. Every module is logically placed, enhancing clarity and ease of use. No spaghetti code here!
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Robust and Reliable:
Hyper Modules excel in crucial non-functional requirement areas such as: flexibility, maintainability, scalability, compatibility, usability, and performance. Go for Hyper and invest in a resilient, adaptable solution for your projects.
Choose Hyper Modules for reliability, quality, and unparalleled modularity in your Unreal Engine endeavors.
Optional courses available:
I do provide optional courses. Currently, I have a course for the absolute basics of UE5 and one to learn how to create a multiplayer survival framework which helps to comprehend an extensive framework that also highlights “why” certain architectural choices are made with the goal to provide you with foundational knowledge.
管理任何游戏的属性
你的角色需要像健康和其他许多属性吗? 当你的角色处于火粒子的中间时,他是否需要被点燃? 你想在执行动作时减去耐力还是法力? 这和许多其他的事情,它会为你做!
主要特点
这个系统非常广泛,核心功能如下:
-
管理属性
-
管理状态效应
-
广泛的属性管理功能
-
数据驱动
属性
它们被定义为6个主要类别:
-非Persistent_Character_Attributes
-Persistent_Primary_Character_Attributes
-Persistent_Character_Survival_Attributes
-Persistent_Generic_Combat_Attributes
-Persistent_Ranged_Combat_Attributes
-Persistent_Level_Attributes
状态效应
属性管理器具有状态效果管理器。
-这些状态效果完全由数据表驱动。
-这些状态效果可以被激活或删除。
-这些状态将根据您当前的状态甚至消费情况自动激活。
几个州:
-生病
-健康
-感染
-受伤
-中毒
-喝醉了
杂项国家:
这影响个体的冷却温度。
-湿
-变暖
-着火了
温度状态:
基于”外部温度”,切换温度状态。
-要知道,角色也有一个”寒意”的温度。
-冷却温度可能因字符而异。
-这取决于一个寒冷的临时工惩罚。
-处罚是由例如衣服,如果是湿的,或靠近火和温暖。
-每个状态都有屏幕动画效果。
我们的工作:
Hyper是您在虚幻引擎开发中的合作伙伴。 我们通过提供模块化服务来授权游戏创造者 组件, 游戏模板,而 】纬?. 我们努力培养 合作关系 和 创新科技 在我们的 社区. 我们专注于 虚幻引擎 资产。
我们的目标是协助您的游戏项目,让您专注于其核心元素,同时我们为您提供坚实的基础。 我们的工具专为灵活性而设计,可与您设想的任何项目概念无缝集成
是什么让Hyper比市场上的其他资产更好?
-
顶级模块化:
超级提供无与伦比的服务 模块化 在虚幻引擎市场。 选择 只有 您需要的组件,确保 流线型 和 效率高 发展过程。
-
高质量、有组织的代码:
我们的资产为 品质 和 组织架构. 有了超,你会发现 清楚, 结构良好 代码,专为 分段功能. 每个模块都是 逻辑上放置,增强 清晰明了 和 使用方便. 没有意大利面条代码 这儿!
-
坚固可靠:
超模块擅长于关键的非功能需求领域,如: 灵活性、可维护性、可扩展性、兼容性、可用性和性能. 去超级市场,投资一个 弹性, 适应性强 为您的项目解决方案。
选择超级模块 可靠性, 品质,而且无与伦比 模块化 在你的虚幻引擎的努力。
可选课程:
我确实提供 选修课程. 目前,我有一门关于UE5的绝对基础知识的课程,还有一门学习如何创建一个多人生存框架,这有助于理解一个广泛的框架,这也强调了”为什么“某些架构选择的目标是为您提供基础知识。
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