Code Modules:
- TBIA_Runtime (Runtime)
- TBIA_Editor (Editor)
Number of Blueprints: 4
- Data Table: 1
- GameplayEffect: 3
Number of C++ Classes: 47
- TBIA_Runtime: 34
- TBIA_Editor: 13
Network Replicated: Yes
代码模块:
- TBIA_Runtime(运行时)
- TBIA_Editor(编辑)
蓝图数目: 4
- 数据表:1
- 游戏效果:3
C++类数: 47
- TBIA_Runtime:34
- Tbia_编辑:13
网络复制: 是的
📺 Trailer
🔌 Demo Unreal Project (PLUGIN REQUIRED)
📆 Roadmap
🛰 Discord
TwistedBytes Interaction System is a plugin for Unreal Engine that aims to solve a seemingly simple task – which is interactions. However, complexity grows quickly when trying to implement interaction gameplay mechanics that should support:
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Playing animations in-sync on multiple skeletal meshes (e.g. first-person and third person player models).
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Trigger events before, during, and after interactions, e.g. SFX, VFX, custom function calls, etc.
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Trigger events on specific animation montage frames.
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Multiplayer scenarios with client-prediction for lag-free user experiences.
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Proximity interactions.
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Cursor interaction for Top-Down games.
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Custom tracing for passive and active abilities.
Basic knowledge in Blueprints is all you need to make use of this plugin. It is built on top of the Gameplay Ability System (GAS) which is heavily battle-tested in popular games like Fortnite and Paragon. The plugin can be easily extended either using Blueprints or C++ as it is designed to be a solid framework for any type of gameplay interactions.
Next steps:
We highly recommend you to check out the documentation pages. The Getting Started section is for you, if you are in a hurry. For an in-depth explanation about the plugin’s concepts and architecture, we prepared diagrams for you that will help you to understand the flow of events.
If you happen to get stuck with our plugin or have any questions about how to use TwistedBytes Interaction System, you can:
If you think that you have found a 🐞 bug 🐞, please report it on our GitHub Issue Tracker.
Features:
v1.8
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Added support for Unreal Engine 5.5
v1.7
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Added support for Unreal Engine 5.4
v1.6
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Added support for Unreal Engine 5.3
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Using TObjectPtr in favor of raw pointers
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Bug fixes
v1.5
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Initializing ASC from the Interaction component is now optional (Default: True).
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Added support for Unreal Engine 5.2
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Enhanced Input is the new default for binding inputs with Gameplay Abilities
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Gameplay Tags are now implemented natively
v1.4
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Added support for Unreal Engine 5.1
v1.3
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New input action for enhanced input component (Input trigger multiple tap)
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Interaction based on holding the input or Gameplay Events
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Interactable actors can now be inherited from Pawns as well as Characters
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Bug fixes
v1.2
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Proximity Interaction.
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Cursor interaction for Top-Down games.
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Custom Tracing for passive and active abilities.
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BugFix: IsAvailableForInteraction() in active abilities will now be called properly.
v1.1
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Enhanced Input System: Bind any Input Actions to Gameplay Abilities
v1.0
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Built on top of GAS.
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Fully usable and extendable in Blueprints and C++.
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Easy to use and integrate, even for non GAS-users
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Replicated and multiplayer-ready with full client-prediction support.
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Support for replicated animation montages for Actors
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Support for replicated animation montages for Characters (with multiple Skeletal Mesh components)
📺 拖车/拖车
🎮 可玩演示
🔌 演示虚幻项目 (需要插件)
📽 短片教程
📖 文件
📆 路线图
🛰 不和谐
TwistedBytes交互系统 是虚幻引擎的一个插件,旨在解决一个看似简单的任务-即交互。 但是,在尝试实现应该支持的交互游戏机制时,复杂性会快速增长:
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在多个骨架网格体上同步播放动画(例如第一人称和第三人称播放器模型)。
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在交互之前、期间和之后触发事件,例如SFX、VFX、自定义函数调用等。
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触发特定动画蒙太奇帧上的事件。
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多人场景与客户端预测无滞后用户体验.
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接近相互作用。
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自上而下游戏的光标交互。
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被动和主动能力的自定义跟踪。
使用此插件只需掌握蓝图的基本知识。 它建在 游戏能力系统 (GAS)在Fortnite和Paragon等流行游戏中进行了大量的战斗测试。 该插件可以使用蓝图或C++轻松扩展,因为它被设计为任何类型的游戏交互的坚实框架。
下一步:
我们强烈建议您查看 文件 页数。 该 开始行动 节是给你的,如果你是在赶时间。 为了深入解释插件的概念和架构,我们为您准备了图表,这将帮助您理解事件的流程。
如果您碰巧遇到我们的插件或对如何使用有任何疑问 TwistedBytes交互系统,你可以:
如果您认为您发现了一个错误,请在我们的 GitHub问题跟踪器.
特征:
v1.8
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增加了对虚幻引擎5.5的支持
v1.7
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增加了对虚幻引擎5.4的支持
v1.6
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增加了对虚幻引擎5.3的支持
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使用TObjectPtr支持原始指针
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错误修复
v1.5
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从交互组件初始化ASC现在是可选的(默认值:True)。
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增加了对虚幻引擎5.2的支持
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增强输入是绑定具有游戏性能力的输入的新默认值
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游戏性标签 现在本机实现
v1.4
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增加了对虚幻引擎5.1的支持
v1.3
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增强型输入组件的新输入操作(输入触发多次点击)
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基于持有输入或游戏性事件的交互
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可交互的actor现在可以从Pawn和角色继承
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错误修复
v1.2
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近互动。
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自上而下游戏的光标交互。
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被动和主动能力的自定义跟踪。
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修正错误: IsAvailableForInteraction() 在积极的能力,现在将被正确调用。
v1.1
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增强的输入系统:将任何输入动作绑定到游戏能力
v1.0
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建在天然气之上。
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在蓝图和C++中完全可用和可扩展。
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易于使用和集成,即使对于非燃气用户也是如此
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复制和多人-准备与完整的客户端预测支持.
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支持为Actor复制动画蒙太奇
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支持角色的复制动画蒙太奇(具有多个骨架网格体组件)
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