·        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: 185

Meshes: 416

Materials: 234

Textures: 1219

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:185

网格:416

材料:234

纹理:1219

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。










Discord💬 Demo📁Overview 📷 Written reviews 💭

Hyper Inventory Crafting Hotbar Lootchest Vendor System

Any game needs an advanced inventory system right? It does not matter what game, this is the one for you! I have made this highly adaptable and customizable inventory system for you.

Key Features

This system is very extensive, the core features are as follows:

  • Inventory system

  • Crafting System

  • Vendor System

  • Lootchest System

  • Hotbar

  • Professional UI

  • Over 250 predefined items

  • Pickup System

  • Datatable driven UI changer

  • Excel import logic

Inventory Controls:

  • Split

  • Transfer

  • Custom Amount

  • Transfer All

  • Swap Stacks

  • Combine Stacks

  • Default action

  • Drop

Inventory Options:

Decay

  • Each item has the option to decay

  • Decay multiplier can be changed so we can simulate a refrigerator, freezer or hot environments

  • If an item is fully decayed, it can be destroyed, chosen to be not useable anymore, required repair or even spawn a new item (e.g. spoiled meat)

Slot system

  • You can choose to use the limit of the inventory on weight or amount of slots

  • Dynamic slot creation

  • Weight based

  • Slot based

Initial inventory

  • It is possible to assign starting items

  • The amount of inventory slots can be tweaked per inventory

Vendor

  • The Inventory component can be switched to a vendor by clicking ”Is vendor”

  • The vendor is based on a trade list which can use categories to spawn items.

  • You can tweak the sell and buy price multipliers for the vendor

  • The vendors do have: “Not interested” categories.

  • Vendor has an amount of coins and cannot buy if it is not sufficient.

Lootchest

  • The Inventory component can be switched to a loot chest.

  • The loot is based on a loot list. I’ve set up low, medium and high-quality loot chests

  • The loot can be determined perchance, per category, and even per item!

Restocking

  • The Vendor and loot chest have a restock and reset ability. The timer will trigger after interaction.

  • Each item restocked can be set:

  • A chance to spawn

  • If spawning, what is the min and max amount that should be spawned.

  • If restocking, don’t exceed this number of items.

Crafting

  • The inventory component can be used for crafting abilities.

  • The player also has crafting abilities without a workstation. Open your personal inventory to see the crafting options of the player (Tab or I).

  • Crafting is recipe based. So the player needs to know the recipe to be able to see and craft the item.

  • Recipes are category based. E.g. Fish can only be cooked at a fireplace/campfire.

  • The crafting station can have the option to have an On/Off requirement.

  • It can also require fuel to be consumed. The accepted fuel can be set as an priority and manually be defined.

  • Fuel can anything like: Sticks, logs, coal or whatever you like to define.

  • Crafting queues can be cancelled per stack or for all.

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?

  1. 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.

  2. 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!

  3. 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.

不和谐💬 示范📁概览 📷 书面评论?

超库存制作Hotbar抢劫供应商系统

任何游戏都需要先进的库存系统,对吧? 不要紧,什么游戏,这是一个给你! 我为您制作了这个高度适应性和可定制的库存系统。

主要特点

这个系统非常广泛,核心功能如下:

  • 存货系统

  • 工艺系统

  • 供应商系统

  • 洗劫系统

  • 热巴

  • 专业UI

  • 超过250个预定义项目

  • 取货系统

  • Datatable驱动UI更换器

  • Excel导入逻辑

存货控制:

  • 分裂,分裂

  • 转让;转让

  • 海关金额

  • 全部转移

  • 交换堆栈

  • 组合堆栈

  • 默认操作

  • 下降,下降

存货选择:

衰变

  • 每个项目都有衰减的选项

  • 衰减乘数可以改变,这样我们就可以模拟冰箱、冰柜或炎热的环境

  • 如果一个物品完全腐烂,它可以被销毁,选择不再可用,需要修理,甚至产生一个新的物品(例如变质的肉)

插槽系统

  • 您可以选择使用库存的重量或插槽数量的限制

  • 动态插槽创建

  • 以重量为基础

  • 基于插槽

初步存货清单

  • 可以分配起始项

  • 库存插槽的数量可以调整每个库存

供应商

  • 可以通过单击”是供应商”将库存组件切换到供应商

  • 供应商是基于一个贸易清单,它可以使用类别来产生项目。

  • 您可以为供应商调整卖出和买入价格乘数

  • 供应商确实有:”不感兴趣”类别。

  • 卖主有一定数量的硬币,如果不够,就不能买.

N.洗头,洗头

  • 库存组件可以切换到战利品箱。

  • 战利品是基于战利品列表。 我已经设置了低,中,高品质的战利品箱

  • 战利品可以确定栖息,每个类别,甚至每个项目!

补货/补货

  • 供应商和战利品箱有一个补充和重置能力. 计时器将在交互后触发。

  • 每个项目补货可以设置:

  • 产卵的机会

  • 如果产卵,应该产卵的最小和最大金额是多少。

  • 如果重新进货,不要超过此数量的项目。

手工制作

  • 库存组件可用于制作能力。

  • 玩家也有各具特色的能力,没有工作站。 打开您的个人库存,看看玩家的各具特色的选项(选项卡或我)。

  • 手工制作是基于配方的。 所以玩家需要知道配方,以便能够看到和制作物品。

  • 食谱是基于类别的. 鱼只能在壁炉/篝火旁烹制。

  • 制作站可以选择有一个开/关要求。

  • 它也可能需要消耗燃料。 可将接受的燃料设置为优先级并手动定义。

  • 燃料可以像:棒,原木,煤或任何你喜欢定义的东西。

  • 每个堆栈或所有堆栈都可以取消各制作队列。

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?

  1. 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 流线型效率高 发展过程。

  2. 高质量、有组织的代码:

    我们的资产为 品质组织架构. 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 清晰明了使用方便. 没有意大利面条代码 这儿!

  3. 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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