Code Modules:

  •  WorldSpawner(Type: Runtime)

Number of Blueprints: 6 (Plus a few for the examples)

Number of C++ Classes: 15

Network Replicated: Yes

Supported Development Platforms: Windows (not tested but it should be fine with all other platforms)

Supported Target Build Platforms: Windows (not tested but it should be fine with all other platforms)

Documentation: Documentation

代码模块:

  •  WorldSpawner(类型:运行时)

蓝图数量:6(加上一些例子)

C++类数:15

网络复制:是

支持的开发平台:Windows(没有测试,但它应该是罚款与所有其他平台)

支持的目标构建平台:Windows(未测试,但它应该适用于所有其他平台)

文件: 文件










Trailer | How it Works | Performance Test (Playable) | Performance Test (Video) | Example Project | Started Tutorial

For Support & Suggestions please visit our Discord

Showcase product between June 13 to June 27, 2023.

Check out our other products

NOTE: The V2 update is only for UE5.1+.

Built from the ground up with multiplayer in mind, it's perfect for any style of games: RPG, Survival, MMO, and more. Easy to use and integrate with any other AI behavior system.

World Spawner contains three main systems with dozens of parameters and integration functions to suit your project:

  • Fast Population: Allows efficient and fast population of levels with NPCs, loot and items.
  • Optimization: Sector-based streaming system, customizable LOD system, FOV for actors.
  • Path and Waypoint: Contains its own movement and avoidance system that guarantees seamless transitions between optimization levels for ground and flying AI. Compatible with Character (Character Movement Component), Pawn (Floating Pawn Movement) or simple actors, all with multiple settings

Features:

  • Auto and Manual Spawning (Customize the spawning to fit your game's needs)
  • Collision Detection (Adjustable parameters for surface detection/blocking)
  • Randomization Settings (Introduce variety with random rotation and location)
  • Collection Creation (Reuse multiple spawner data setups across different levels)
  • Optimization Modes (Choose from multiple modes and levels for optimal performance)
  • Temporary Data Storage (Manage game data like health and states smoothly)
  • Synchronized Movement (Ensure coordinated movement between levels)
  • Integration (Work seamlessly with Behavior Trees and Blueprints)
  • Vertex Animation Support (Create cheap animations for objects and NPCs) This feature doesn't work in multiplayer
  • Waypoint System (Implement a wander system for movement within defined areas)
  • Path System (Enable traversal along random-width spline paths)
  • Tag and Weight System (Control movement priorities with tagged waypoints and paths)

Update 2.0:

  • Added function library for the creation and management of actors
  • Updated the path system to avoid obstacles (nav mesh)
  • New distance based LOD system
  • ID system for spawner and agents

Update 1.3:

  • Added agent parameters, useful for initializing custom data from each spawner, creating new possibilities in spawning.
  • Added 2 new examples to the showcase (self-registration and Custom Data Object).
  • Optimized the self-registration system to prevent the destruction of the object when it is registered in the system.

Update 1.1 – 1.2:

  • Added self-registration for control without using Spawner Manager (useful for inventory systems where objects are dropped on the ground and these are automatically registered in the optimization control system to be persistent without affecting game performance)
  • Updated movement system to spherical interpolation (avoids sharp turns in reverse directions and makes rotation more smooth and realistic)
  • Added rotation towards speed for Character and Pawn
  • Updated Try Fill Up option, for 100 times faster processing (very useful when you need to spawn exact amounts of objects on surfaces with physical materials)
  • Added MaterialParameterAssociation for vertex animations (so it's easier to integrate with any kind of material function you use)
  • High actor class position fixes for debugging

拖车/拖车 | 如何运作 | 性能测试(可玩) | 性能测试(视频) | 示例项目 | 开始教程

如需支持和建议,请访问我们的 不和谐

2023年6月13日至6月27日期间展示产品。

查看我们的其他产品

:V2更新仅适用于UE5.1+。

从地面建立与多人在头脑中,它是完美的任何风格的游戏:RPG,生存,MMO,等等。 易于使用,并与任何其他AI行为系统集成。

World Spawner包含三个主要系统,其中包含数十个参数和集成功能,以适应您的项目:

  • 快速人口: 允许有效和快速的人口水平与Npc,战利品和项目.
  • 优化设计: 基于扇区的流系统,可定制的LOD系统,演员的FOV。
  • 路径和航点: 包含自己的移动和避免系统,保证优化级别之间的无缝转换 地面飞行 艾 兼容Character(角色移动组件),Pawn(浮动Pawn移动)或简单actor,所有这些都具有多种设置

特征:

  • 自动和手动产卵(自定义产卵以满足您的游戏需求)
  • 碰撞检测(表面检测/阻塞的可调参数)
  • 随机化设置(引入随机旋转和位置的多样性)
  • 集合创建(跨不同级别重用多个生成器数据设置)
  • 优化模式(从多个模式和级别中选择以获得最佳性能)
  • 临时数据存储(管理游戏数据,如健康和状态顺利)
  • 同步运动(确保水平之间的协调运动)
  • 集成(与行为树和蓝图无缝协作)
  • 顶点动画支持(为对象和Npc创建廉价动画) 此功能在多人游戏中不起作用
  • 航点系统(实现在限定区域内移动的漫游系统)
  • 路径系统(启用沿随机宽度样条路径的遍历)
  • 标签和重量系统(使用标记的航点和路径控制移动优先级)

更新2.0:

  • 添加了用于创建和管理actor的函数库
  • 更新路径系统以避开障碍物(导航网格)
  • 基于距离的新LOD系统
  • 产卵器和代理的ID系统

更新1.3:

  • 补充道 代理参数,用于从每个产卵器初始化自定义数据,在产卵中创造新的可能性。
  • 在showcase中添加了2个新示例(自注册和自定义数据对象)。
  • 优化了自注册系统,防止对象在系统中注册时被破坏。

更新1.1-1.2:

  • 在不使用Spawner Manager的情况下为控制添加了自我注册(对于物品掉落在地面上的库存系统非常有用,并且这些物品会自动注册到优化控制系统中,以保持持久性,而不会影响游戏性能)
  • 更新的运动系统,以球面插值(避免急转弯在反向,使旋转更平滑和现实)
  • 为角色和棋子增加了向速度旋转
  • 更新了尝试填充选项,处理速度快100倍(当您需要在具有物理材质的表面上生成精确数量的对象时非常有用)
  • 为顶点动画添加了MaterialParameterAssociation(因此更容易与您使用的任何类型的材质函数集成)
  • 用于调试的高actor类位置修复
声明:本站所有资源都是由站长从网络上收集而来,如若本站内容侵犯了原著者的合法权益,可联系站长删除。