Features:

  • Use splines to create any shape blocking and trigger volumes
  • Active blocking volumes that “bounce” players and objects away from them
  • Support for procedural content
  • Detailed shader for use at runtime
  • Support for one-way collision

Number of Blueprints: 4

Supported Development Platforms: Windows (should work on other platforms, only tested/supported on Windows)

Documentation: Spline Based Blocking and Trigger Volume Wiki

特征:

  • 使用样条创建任何形状阻塞和触发卷
  • 主动阻止卷,”反弹”玩家和对象远离他们
  • 对程序内容的支持
  • 运行时使用的详细着色器
  • 支持单向碰撞

蓝图数目:4

支持的开发平台:Windows(应该在其他平台上工作,仅在Windows上测试/支持)

文件: 基于样条的阻塞和触发卷维基










Spline Based Blocking and Trigger Volume (SBBTV) is a versatile system designed to simplify the task of zoning out your scenes and levels. Unreal’s standard blocking volumes are limited to trapezoidal meshes and the trigger system is similarly limited to capsules, spheres and boxes. With SBBTV you can build zones in any shape and size using the engines spline system. Not only can this save you time, but it is also significantly less tedious and finicky than the standard methods mentioned above. It also gives you more precise control over just where the player can and cannot go, and where they have to be to trigger events in your game. Additionally, using splines means that this is a non-destructive workflow that can easily be altered at any point in development!

Check out the product overview video

Videos covering updates: Update 1 | Update 2

Here’s a brief performance demonstration video comparing the performance of Unreal Engine’s blocking volumes with two implementations of SBBTV. Check the video description for a downloadable version of the demo to test it out yourself!

On release, SBBTV comes standard with the following features:

  • A single drag and drop actor for each spline

  • Passive and active blocking volumes – either simply stop your player/actors in their tracks, or give them a little nudge back towards the playable area

  • Trigger volumes of any shape that can be defined by a spline

  • One sided and two sided collision

  • Procedural content support – just give the actor a list of spline points from your procedurally generated world and let SBBTV do the rest

  • A versatile shader for building aesthetically pleasing borders (or set them to hidden and keep those walls invisible!)

  • An extensive set of parameters to tweak and customise the system to your heart’s content

  • Clear, readable and well-documented blueprints to assist in extension, comprehension and learning

All blueprints are cleanly laid out, easy to read and well commented, and a detailed, publicly accessible documentation wiki ensures you will never be left confused. Discord support is also available and there’s absolutely no need to leave a comment or review on the marketplace page to access either!

Orbital Market Link

(Orbital Market is a fast search engine for the Unreal marketplace)

基于样条的阻塞和触发体积 (SBBTV)是一个多功能系统,旨在简化划分场景和关卡的任务。 虚幻的标准阻挡体积仅限于梯形网格体,触发系统也同样限于胶囊体、球体和盒子。 使用SBBTV,您可以使用引擎样条系统构建任何形状和大小的区域。 这不仅可以节省您的时间,而且比上面提到的标准方法显着减少繁琐和挑剔。 它还可以让您更精确地控制玩家可以和不能去的地方,以及他们必须在哪里触发游戏中的事件。 此外,使用样条意味着这是一个非破坏性的工作流,可以很容易地在开发的任何时候改变!

查看 产品概览短片

复盖更新的视频: 更新1 | 更新2

这里有一个简短的 表演示范短片 将虚幻引擎的阻塞卷的性能与SBBTV的两个实现进行比较。 检查视频描述的演示的可下载版本,以测试它自己!

在发布时,SBBTV标配以下功能:

  • 单个拖放actor 对于每个样条

  • 被动和主动阻塞卷 -要么简单地停止你的球员/演员在他们的轨道,或给他们一点轻推回到可玩的区域

  • 任何形状的触发体积 可以用样条来定义

  • 单侧和双侧碰撞

  • 程序内容支持 -只需从程序生成的世界中给演员一个样条点列表,然后让SBBTV完成剩下的工作

  • A 多功能着色器 用于构建美观的边框(或将其设置为隐藏并保持这些墙壁不可见!)

  • 一个 广泛的参数集 调整和定制系统,以满足您的心脏的内容

  • 清晰、可读且记录良好的蓝图 协助扩展、理解和学习

所有的蓝图都是干净的布局,易于阅读和良好的评论,以及一个详细的,可公开访问的 文档维基 确保你永远不会感到困惑。 不和谐支持 也可用,绝对不需要在市场页面上留下评论或评论来访问!

轨道市场链接

(Orbital Market是虚幻商城的快速搜索引擎)

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