Code Modules:
- InstanceDamageSystem (Runtime)
Number of C++ Classes: 7
Network Replicated: Yes
Supported Development Platforms: Win64
Supported Target Build Platforms: Win64, Android
Important/Additional Notes:
- Projectile damage is bugged in 5.0 due to an engine issue. Please use 5.1+ if possible.
- Using default ISM/HISM classes is possible but it’s not recommended since they don’t support point and radial damage
代码模块:
- InstanceDamageSystem(运行时)
C++类数:7
网络复制:是
支持的开发平台:Win64
支持的目标构建平台:Win64、Android
重要/附加注意事项:
- 由于发动机问题,弹丸损坏在5.0中被窃听。 如果可能,请使用5.1+。
- 使用默认的ISM/HISM类是可能的,但不推荐使用,因为它们不支持点和径向损伤
| Showcase | Tutorial | IDS + TPWCS2 |
| Demo | Example Project | Quickstart | Docs | Forum | Discord |
Instance Damage System lets you interact with instanced static meshes in an open world fashion!
- Easy setup through data tables
- Exposed to blueprints – easy scripting anywhere within your project
- Example Project utilizing newest UE5 features – World Partition and Chaos Destruction
Features:
- Ability to spawn actors in place of instances
- Hiding/unhiding instanced meshes’ instances
- Respawning over time logic depending on the distance from the player
- Pooling system (reuse already spawned objects)*
- Full World Partition support (hide/unhide instances even when the instanced mesh isn’t present in the level!)
- Ability to setup custom data per each static mesh asset used by instanced meshes (exp, money, etc.)
- Network Replication
- Save and load instanced meshes’ state (hidden/unhidden state)
- Example project with minigames build around the system:
Chaos minigame (recreation of Saints Row’s Mayhem activity)
Destruction minigame (destroy a random instance amount of 3 randomly picked meshes)
Wanted Level example (get wanted stars depending on the amount of damage done)
*Disabled on chaos based destructibles in the example project as there’s no way to reset a geometry collection to its initial state (at least yet)
| 展览厅 | 教程 | IDS+TPWCS2 |
| 示范 | 示例项目 | 快速入门 | 文件 | 论坛 | 不和谐 |
实例损坏系统 让您以开放的方式与实例化静态网格体交互!
- 通过数据表轻松设置
- 暴露在蓝图中–在项目的任何地方都可以轻松编写脚本
- 使用最新UE5功能的示例项目-世界分区和混沌破坏
特征:
- 能够 产卵演员 代替实例
- 隐藏/取消隐藏 实例化网格的实例
- 重生 随着时间的推移,逻辑取决于与玩家的距离
- 汇集 系统(重用已经产生的对象)*
- 全世界分区支持 (隐藏/取消隐藏实例,即使实例化网格体不存在于关卡中!)
- 能够设置 自定义数据 实例化网格使用的每个静态网格资源(exp、money等)。)
- 网络复制
- 保存和加载 实例化网格体的状态(隐藏/未隐藏状态)
- 示例项目与 迷你游戏 围绕系统构建:
混沌迷你游戏(重新创造圣徒行的混乱活动)
销毁迷你游戏(销毁一个随机实例数量的3个随机挑选的网格)
通缉等级示例(根据造成的伤害量获得通缉星)
*在示例项目中禁用基于混沌的析构函数,因为无法将几何集合重置为初始状态(至少目前)
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