Features:
- Written Entirely in C++ with Components, No actor classes or interfaces
- Full Procedural Animation System
- Attachment system for all types of customization including characters
- Custom Physical Materials
- Magnified Scopes
- Simulated Scope Eye box
- Lights/Lasers
- Forward Grips
- Magnifiers
- Offset Mounts
- Range Finders
- Red Dots/Holograph Sights
- Changing Reticles
- Changing Reticle Brightness
- Night Vision
- Thermal Vision
- Muzzle Devices (such as suppressors and compensators)
- Firearm Collision Handling
- Much Much More that cannot even come close to fitting in this list!
Code Modules:
- SKGAnimGraphNodes
- SKGAttachment
- SKGLightLaser
- SKGMuzzle
- SKGOptic
- SKGOptional – Can be ignored
- SKGPhysicalMaterialModule
- SKGProceduralAnim
- SKGProjectile
- SKGRangeFinder
- SKGShooterFramework
- SKGShooterFrameworkCore
- SKGShooterFrameworkEditor
- SKGStats
- SKGStock
Number of Blueprints: In Example Project
Number of C++ Classes: 41
Network Replicated: Yes
Supported Development Platforms: Win64, MacOS, Linux, SteamVR, Oculus
Supported Target Build Platforms: Win64, MacOS, Linux, SteamVR, Oculus
Documentation: https://www.youtube.com/playlist?list=PLnHeglBaPYu9NBH3G9LT8v-4o6qe31xSg
Support Email: sneakykittygamedev@gmail.com
特征:
- 完全用C++编写,带有组件,没有actor类或接口
- 全过程动画系统
- 所有类型的自定义,包括字符的附件系统
- 定制物理材料
- 放大范围
- 模拟范围眼盒
- 灯光/激光
- 向前握把
- 放大镜
- 偏移安装
- 测距仪
- 红点/全息影像
- 改变网纹
- 改变网纹亮度
- 夜视
- 热视觉
- 枪口装置(如抑制器和补偿器)
- 枪械碰撞处理
- 更多的东西甚至不能接近适合这个名单!
代码模块:
- [医]短尾虫
- SKGAttachment,SKGAttachment
- SKGLightLaser(滑光器)
- SKGMuzzle
- 斯科波蒂克
- SKGOptional-可以忽略
- [医]物质模型
- [医][医][医][医][医][医]
- N.玻璃制品,玻璃制品
- [医]SKGRangeFinder
- SKGShooterFramework
- Skgshooterframwork核;skgshooterframwork核
- SKGShooterFrameworkEditor
- SKGStats
- 斯克斯托克
蓝图数量:在示例项目中
C++类数:41
网络复制:是
支持的开发平台:Win64、MacOS、Linux、SteamVR、Oculus
支持的目标构建平台:Win64、MacOS、Linux、SteamVR、Oculus
文件: https://www.youtube.com/playlist?list=PLnHeglBaPYu9NBH3G9LT8v-4o6qe31xSg
支援电邮:sneakykittygamedev@gmail.com
THIS PLUGIN HAS GONE THROUGH A COMPLETE REWRITE (from scratch). THE REWRITE IS ON ENGINE VERSION 5.3+
Last Updated: October 29th, 2024
Current Published Version: V1.2.6
If you are looking for a robust, realistic and efficient ballistics system that pairs well with this plugin, I recommend checking out Terminal Ballistics
C++ Is not required to use this plugin; however, I recommend that you at least have a basic understanding of blueprints to use this framework.
Example Content (V2) / Example Content (Old V1) / Documentation(Written) / Documentation(Video) / Support Discord Server
What is this plugin:
This plugin is meant to be a simple, performant, modular, component based framework.
Performance:
Overview:
Performance was a huge focus with all the new systems. Unlike a few popular kits on the marketplace that use blueprint, run everything on the game thread, and/or use multicasts for nearly everything replication, mine utilizes the push model for replication, uses worker threads where viable, and does not have the additional overhead of blueprint.
Multiplayer:
Replication is something I have quite a bit of experience in and optimizing. At the core this system fully utilizes the push model to improve server performance over the default unreal implementation. Potentially large arrays utilize the fast array serializer to reduce the amount of data sent across the network when they change. Where applicable, variables are compressed into bytes before being sent and then uncompressed locally when received. Each class comes with a bAutoCallForceNetUpdate option and when it is set to true, upon the server marking a variable as dirty it will force net update and flush net dormancy. This allows you to have a very low NetUpdateFrequency set and still have a responsive replicated system.
Animation:
Like with most things, animation systems can take quite a hit on performance. To prevent much of this, the animation system offloads much of the heavy lifting to worker threads. This method allows for multiple pawns to have their animation data run at the same time in parallel to each other rather than waiting for the previous pawn to finish before the next pawn can start processing it’s work. An example of the performance of this system can be seen in the screenshot above where I compare 45 animating pawns using the default third person template character at 13.11ms on the game thread to my system with all the procedurals running at only 14.34ms. This is all before any additional optimizations that you can do to your animation systems and pawns such as the Animation Budget Allocator which can yield HUGE benefits with great results with my system (I include a helper function for blueprint users to utilize the animation budget allocator easier).
Procedurals:
The provided procedural system is the most in depth on the marketplace. It makes full use of ik bones (such as ik_hand_gun, granted you are not forced to use that bone) to allow for full freedom with firearms such as running the action of a bolt gun with your right hand and switching from right to left handed. The procedurals come with a new pose system that now allows for unlimited poses such as high port, low port, short stock, blind fire, shoulder swapping (like in the late 2023 Tarkov update), and whatever else you want you can make as they are driven entirely by curves. Also driven by curves are recoil (both firearm and controller), firearm collision and movement sway. The remainder are value and socket driven. Some socket driven procedurals include aiming, point aiming, aiming at multiple points on a single sight (think the Elcan with built in iron sights on the top of the housing) and offhand ik (for both left and right hand). Some value drive procedurals are movement lag, rotation lag, deadzone, base pose offset and third person aiming offset (both left and right handed mode).
Firearm:
With the procedurals comes a large set of firearm functionality and implemented attachments by default. The firearm component acts as an interface to the rest of the attachments along with holding the attachment manager that gives direct access to each attachment and their parent component.
Firearm Attachments:
The system comes with several components that allow you to make nearly any firearm attachments such as optics, magnified optics, lights, lasers, forward grips, muzzle devices, barrels, mounts, etc. Provided in the example are several additional features to compliment them such as a muzzle temperature system to have a tarkov like suppressor smoke/heat with shimmer (see pictures).
Infrared/Night vision:
There is a built in infrared/night vision system that allows devices such as lights and laser to only be visible when you have night vision on. The provided example content has a post process and overlay for the night vision (see pictures) that allow for a realistic look with a range of settings and material functions to assist in your own assets.
Attachment System:
The attachment system is meant to be universal, it is not just for firearms. It is intended to be used for really anything that needs addons such as a firearm with attachments and a character with clothing/kit (backpack/armor/etc.). It is setup to be fast and efficient with full support for skeletal meshes and the lead pose component.
There is more but I’m running out of space.
Refund Policy:
I follow the Marketplace FAQ’s refund policy found in the link below. If you are unsure about purchasing then please free to ask questions.
https://marketplacehelp.epicgames.com/s/article/What-is-the-Marketplace-refund-policy?language=en_US
这个插件已经经历了一个完整的重写(从头开始)。 重写是在引擎版本5.3+
最后更新:2024年10月29日
当前发布版本: V1.2.6
如果您正在寻找一个强大,现实和高效的弹道系统,与此插件配对良好,我建议您查看 终端弹道学
C++不是必需的 要使用这个插件;但是,我建议你至少有一个 蓝图的基本理解 要使用这个框架。
示例内容(V2) / 示例内容(旧V1) / 文件(书面) / 文档(视频) / 支持Discord服务器
这个插件是什么:
这个插件是一个简单的,高性能的,模块化的,基于组件的框架。
工作表现:
概览:
性能是所有新系统的一个巨大关注点。 与市场上使用blueprint,在游戏线程上运行所有内容和/或使用multicast进行几乎所有复制的一些流行套件不同,mine使用push模型进行复制,在可行的地方使用工作线程,
多人游戏:
复制是我有相当多的经验和优化。 该系统的核心是充分利用推送模型来提高服务器性能,而不是默认的虚幻实现。 潜在的大型阵列使用快速阵列序列化器来减少在网络上发送的数据量,当它们发生变化时。 在适用的情况下,变量在发送之前被压缩成字节,然后在接收时在本地解压缩。 每个类都带有一个bAutoCallForceNetUpdate选项,当它设置为true时,当服务器将变量标记为脏时,它将强制net update和flush net休眠。 这允许您具有非常低的NetUpdateFrequency集,并且仍然具有响应式复制系统。
动画制作:
与大多数事情一样,动画系统可能会对性能产生相当大的影响。 为了防止这种情况的发生,动画系统将大部分繁重的工作转移到工作线程。 此方法允许多个pawn在同一时间并行运行它们的动画数据,而不是等待前一个pawn完成,然后下一个pawn可以开始处理它的工作。 这个系统的性能的一个例子可以在上面的截图中看到,我比较了45个使用默认的第三人称模板字符在13.11毫秒的游戏线程到我的系统,所有的程序运行只有14.34毫秒。这是在任何额外的优化之前,你可以做你的动画系统和典当,如动画预算分配器,它可以产生巨大的好处与我的系统(我包括一个帮助函数,让蓝图用户更容易地利用动画预算分配器)。
程序:
所提供的程序系统是市场上最深入的. 它充分利用了ik骨骼(例如ik_hand_gun,如果您没有被迫使用该骨骼),以允许使用枪支的完全自由,例如用右手运行螺栓枪的动作并从右向左切换。 程序配备了一个新的姿势系统,现在允许无限的姿势,如高端口,低端口,短股票,盲火,肩膀交换(如2023年塔尔科夫更新后期),以及任何你想要的,你可以做的,因为它们完全由曲线驱动。 同样由曲线驱动的是后坐力(枪支和控制器),枪支碰撞和运动摇摆。 其余的是值和套接字驱动。 一些插座驱动的程序包括瞄准,点瞄准,瞄准单个瞄准器上的多个点(想想外壳顶部内置铁瞄准器的Elcan)和offhand ik(用于左手和右手)。 一些值驱动程序是运动滞后,旋转滞后,死区,基本姿势偏移和第三人称瞄准偏移(左旋和右旋模式)。
枪械:
随着程序的到来,默认情况下会有大量的枪支功能和实现的附件。 Firearm组件充当其余附件的接口,同时持有可直接访问每个附件及其父组件的附件管理器。
枪械附件:
该系统带有几个组件,可让您制作几乎任何枪支附件,如光学,放大光学,灯,激光,前向握把,枪口装置,枪管,支架等。 在这个例子中提供了一些额外的功能来补充它们,例如一个枪口温度系统有一个像塔尔科夫一样的抑制烟/热与微光(见图片)。
红外线/夜视:
有一个内置的红外/夜视系统,允许设备,如灯和激光,只有当你有夜视可见。 所提供的示例内容具有后处理和夜视复盖(见图片),允许使用一系列设置和材质功能来帮助您自己的资产的逼真外观。
附件系统:
附件系统意味着是通用的,它不仅仅是用于枪支。 它旨在用于真正需要插件的任何东西,例如带有附件的枪支和带有服装/套件(背包/盔甲/等)的角色。). 它的设置是快速和高效的,完全支持骨架网格体和铅姿势组件。
还有更多,但我的空间快用完了。
退款政策:
我遵循以下链接中找到的Marketplace FAQ的退款政策。 如果您不确定购买,请随时提问。
https://marketplacehelp.epicgames.com/s/article/What-is-the-Marketplace-refund-policy?language=en_US
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