Features:
- Generic Character Controller
- NEW Generic Actions System
- Items, Inventory, & Crafting System
- AI Framework & Companions
- AI Groups
- Statistics and RPG Framework (ARS): create your stats & attributes
- Optimized Collisions Manager (ACM)
- Targeting System (ATS)
- Camera Manager (CCM)
- Combined Animation System and Executions (CAS)
- Mount System
- Spells & Magic System
- Music Manager
- NEW V2 Automatic Save System
- NEW V3 Motion Warp Integration for every action
- NEW V3 Vehicles support
- NEW V3 Enhanced Input suppot
- NEW V3 Full Body IK support
- NEW V3 Shooting System
- NEW V3.2 WAVE SYSTEM!
- NEW V3.5 Status System
Documentation: ACF WIKI
Number of Blueprints: 101
Number of C++ Classes: 184
Network Replicated: Yes (There are a couple of small features that are current not automatically replicated, check here)
Supported Platforms: PC, Xbox One, Xbox Series X, PS4, PS5, Android, MacOs
特征:
- 通用型 字符控制器
- 新通用行动系统
- 物品、存货及制作系统
- 人工智能框架及伙伴
- 人工智能组
- 统计和RPG框架 (ARS):创建您的统计和属性
- 优化 碰撞管理器 (ACM)
- 瞄准系统 (ATS)
- 相机管理器 (CCM)
- 组合动画系统和执行 (CAS)
- 安装系统
- 法术&魔法系统
- 音乐经理
- 全新V2自动保存系统
- 每个动作的新V3运动扭曲集成
- 新V3车辆支援
- 新的V3增强输入支持
- 新V3全身IK支持
- 新V3射击系统
- 全新V3.2WAVE系统!
- 新的V3.5状态系统
文件: ACF维基
蓝图数目:101
C++类数: 184
网络复制: 是(有几个小特性是当前没有自动复制的,检查 这里)
支持的平台:PC,Xbox One,Xbox Series X,PS4,PS5,Android,MacOs
Ascent Combat Framework (ACF) is a multi-modules C++ Plugin that provides an extendable and easy to use framework to build your very own Action RPG in a short amount of time. It features everything you’d need to design and create a state-of-the-art fluid Ranged and/or Melee Combat System and supports networking.
Crafted by experience engineers with real AAA game-industry experience, ACF has all the power of a professional C++ tool combined with the simplicity of a blueprint template, thanks to a full blueprint sample project that showcase all the functionalities.
NEW! Upgrade for FREE to ACF ULTIMATE if you own ACF, Ascent Toolset and Ascent UI Tools! More info on our Discord Channel.
NEW V3.5 5/2024: Added Status System with samples, Improved Bow, new combat animations, added more Spells and new MAGE Enemy sample!
NEW! Large set of 50+ VIDEOTUTORIALS available in Discord, check a preview here!
NEW V3.4: 9/2023 – Added Swimming, new spells, unarmed combat in the sample, and improved shooting, crafting, impacts, damage feedback & more!
NEW V3.3: 6/2023 – Added Vault & Mantle and improved locomotion!
NEW V3: 1/2023 – Completely Redesigned for UE5!
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Links
NEW!!! ACF V3 RELEASE TRAILER
Introducing YARIN – THE FIRST AI ASSISTAN DEVELOPER FOR ACF – BETA VERSION can be tested here.
FREE SAMPLE Project INCLUDED! Request it on our Discord (over 5400+ devs)!
DEMO BUILDED PROJECT: Try the Demo! (v2) – New demo will be released soon!
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FAQs
Why is different?
Its modular and generic architecture will let you create your very own gameplay avoiding that “garbage asset flipper” feel that most of the indie game have when made with pre-made assets. ACF gives the ability to the developer to shape his vision and build a polished and unique game experience.
Why should I pefer a ACF over a blueprint template ?
X – When you work with a blueprint template you often need to modify other’s people blueprints to adapt them to your vision. This results in a chaotic and unpredictable workflow in which at every update of the template you get your modifications overridden and you risk to lose all your hard work. In addicion, forcibly adding code to other people’s architecture will probably result in a chaotic and bug-prone code architecture that will make the development slower and frustrating.
V – With a C++ plugin you DO NOT NEED to touch it’s code at all, but you can work on top of ACF by extending it’s functionalities and using it’s modules. This will results in a perfectly decoupled codebase that can grow in size while maintaining a SOLID and reliable architecture that will scale without issues. Moreover the plugin is installed in the engine meaning that at every update your code remains untouched, resulting in a safe and reliable workflow. Organizing the codebase in “independent layers” is the most common way to work in the AAA industry because allows to re-use common logics in different projects speeding up signficantly the production process.
Do I need to know C++ to work with ACF?
Absolutely not. You are not supposed to touch the C++ code at all. ACF is built as an engine inside an engine so that you
can work on top of it in Blueprints-only projects.Everything is exposed to blueprint to be expandable without coding, so you’ll have all the power of a professional C++ Gameplay without touching a single line of code.
Note: ACF requires that you have at least some basics blueprint/unreal knowledge!
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Code Modules:
20 modules with clean dependencies, so can you use only what you need:
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Ascent Combat Framework [Runtime]: The core of the combat system
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Actions System [Runtime]: generic system to handle new gameplay abilites and skills
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Character Controller [Runtime]: A set of generic controlelrs that works with both humanoid and quadruped creatures
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AIFramework [Runtime]: create and customize enemies and companions behaviors
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Camera Manager [Runtime]: Manages all the in camera movements
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Targeting System [Runtime]: Lock on or magnetic targeting
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Advanced RPG System [Runtime]: Create your own stats and attribtues and design your leveling system
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Status System NEW [Runtime]: Manages altered status as poison, frozen etc.
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Collisions Manager [Runtime]: To handle precise and optimized damage traces
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Combined Animation System [Runtime]: to play combined animations between 2 characters
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Executions System [Runtime]: An extensions of Combined Animations System, specifically for executions
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Inventory System [Runtime]: generic inventory and quipment system that allows you to create your own equipment slots. Works also for storages and world items
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Crafting System [Runtime]: Generic implementations for Vendors, procedural storage and recipes to craft new items by combining others
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Spell Actions [Runtime]: Implementing specific actions for spells like damage projectiles, healing, buffs and summoning
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Automatic Save System [Runtime]: automatically save & load of all the marked variables in a separated Thread for maximum performance and with a single blueprint node
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MountSystem [Runtime]: Generic way of mounting other characters and vehicles
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Vehicle System [Runtime]: Chaos Vehicle specialization already set up to be driveable by an ACF character.
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Music Manager [Runtime]: Manage music changes between battles and quiet exploration phases
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Ascent Core Interfaces [Runtime]: Generic module defining all the projects interfaces
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Status System [Runtime]: implement easily altered status such poisoned, frozen stunned etc.
上升战斗框架(ACF,ACF)是一个多模块C++插件,它提供了一个可扩展且易于使用的框架,可以在短时间内构建自己的动作RPG。 它具有设计和创建最先进的流体远程和/或近战战斗系统所需的一切,并支持网络。
制作人 体验工程师与真正的AAA游戏-行业经验, ACF具有专业C++工具的所有功能 结合蓝图模板的简单性,这要归功于 完整蓝图示例项目 这展示了所有的功能。
新的! 免费升级至 ACF终极 如果你拥有 ACF,ACF, 上升工具集 和 提升UI工具! 更多有关我们的资料 不和谐频道.
新V3.55/2024:添加状态系统与样本,改进弓,新的战斗动画,增加更多的法术和新的法师敌人样本!
新的! 大套50+ 视频社论 可在 不和谐,检查预览 这里!
新V3.4: 9/2023-增加了游泳,新的法术,徒手战斗的样本,并改进了射击,手工艺,影响,伤害反馈和更多!
新V3.3: 6/2023-增加拱顶和地幔和改进运动!
新V3:1/2023-为UE5完全重新设计!
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连结
新的!!! ACFV3释放拖车
介绍雅林 -ACF的第一个AI ASSISTAN开发者 – 测试版 可以测试 这里.
包括免费样本项目! 在我们的 不和谐 (完 5400+ devs)!
示范建造工程: 试试演示! (v2)-新的演示将很快发布!
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常见问题
为什么不同?
它的模块化和通用架构将允许您创建自己的游戏玩法,避免”垃圾资产flipper”感觉大多数独立游戏都是用预制资产制作的。 ACF为开发者提供了塑造他的愿景和建立一个抛光和独特的游戏体验的能力。
为什么要将ACF置于蓝图模板之上?
X-当您使用蓝图模板时,您通常需要 修改 其他人的蓝图使他们适应你的愿景。 这导致了一个混乱和不可预测的工作流程,在每次更新模板时,您的修改都会被复盖,并且您可能会失去所有的辛勤工作。 在addicion中,强行将代码添加到其他人的架构中可能会导致混乱且容易出错的代码架构,这将使开发变得更慢和令人沮丧。
V-使用C++插件 不需要 触摸它的代码,但你可以工作 在ACF之上 通过扩展它的功能和使用它的模块。 这将导致一个完美解耦的代码库,它可以在保持一个 固体 和可靠的架构,将扩展没有问题。 此外,插件安装在引擎中,这意味着每次更新时,您的代码都保持不变,从而产生安全可靠的工作流程。 在”独立层”中组织代码库是AAA行业中最常见的工作方式,因为允许在不同项目中重复使用通用逻辑,从而加快了生产过程。
我需要知道C++才能使用ACF吗?
绝对不是。 你根本不应该接触C++代码。 ACF是作为一个 发动机内的发动机 让你
可以在仅蓝图的项目中工作。所有的东西都暴露在蓝图中,无需编码就可以扩展,所以你将拥有一个 专业人员 C++游戏无需触及一行代码。
注: ACF要求您至少有一些基础蓝图/虚幻知识!
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代码模块:
20个模块具有干净的依赖关系,所以你可以只使用你需要的东西吗:
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上升战斗框架 [运行时]:战斗系统的核心
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行动系统 [运行时]:处理新游戏能力和技能的通用系统
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字符控制器 [运行时]:一组通用的控制器,同时适用于人形和四足动物
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[医]工作 [运行时]:创建和自定义敌人和同伴行为
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相机管理器 [运行时]:管理所有的相机移动
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瞄准系统 [运行时]:锁定或磁性目标
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高级RPG系统 [运行时]:创建您自己的统计和属性,并设计您的调平系统
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状态系统新 [运行时]:管理改变的状态,如毒药,冻结等.
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碰撞管理器 [运行时]:处理精确和优化的损坏痕迹
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组合动画系统 [运行时]:播放2个字符之间的组合动画
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执行系统 [运行时]:组合动画系统的扩展,专门用于执行
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存货系统 [运行时]:通用的库存和设备系统,允许您创建自己的设备插槽. 也适用于仓库和世界物品
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工艺系统 [运行时]:供应商的通用实现,过程存储和配方,通过结合其他人来制作新的项目
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法术动作 [运行时]:对伤害投射物、治疗、增益和召唤等法术实施特定动作
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自动保存系统 [Runtime]:在单独的线程中自动保存和加载所有标记的变量,以获得最大性能,并使用单个蓝图节点
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安装系统 [运行时]:安装其他字符和车辆的通用方法
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车辆系统 [运行时]:混沌车辆已经设置为可由ACF角色驾驶。
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音乐经理 [运行时]:管理战斗和安静探索阶段之间的音乐变化
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上升核心接口 [运行时]:定义所有项目接口的通用模块
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状态系统 [运行时]:实现容易改变的状态,如中毒,冻结等。
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