Code Modules:

  •  TopDownRogueLite – Runtime
  •  TopDownRogueLiteEditor – Editor

Required dependencies:

  • Niagara
  • AnimationWarping
  • AnimationLocomotionLibrary
  • RigLogic
  • GameplayAbilities

Unmodified public domain content:

  • Demo assets like sounds, items (3D models) and locomotion animations are from Lyra (Epic Games) (stripped to essential elements)
  • UE4 Mannequin and UE5 Manny

Number of Blueprints: 60+

Number of C++ Classes: 55+

Network Replicated: Yes

Supported Development Platforms: Windows

Supported Target Build Platforms: Windows, Linux

Documentation: Wiki

Example Project: Plugins->TopDownRogueLite or Engine->Plugins->TopDownRogueLite || Here using MetaHuman and Megascans assets

Important/Additional Notes: This plugin is in active development, all the customers feedback will be greatly appreciated and taken in account to further improve the product. The price might vary, depending on the complexity of the new features implemented, after being notified on the product page (at least 1 week before) along side with the reasons/new features list.

代码模块:

  •  TopDownRogueLite-运行时
  •  TopDownRogueLiteEditor-编辑

所需依赖项:

  • 尼亚加拉
  • 动画变形
  • 动物图书馆
  • 隆陇RigLogic
  • 游戏玩法

未修改的公共领域内容:

  • 声音、物品(3D模型)和运动动画等演示资源来自 莱拉 (史诗游戏)(剥离到基本要素)
  • UE4人体模型和UE5Manny

蓝图数目: 60+

C++类数: 55+

网络复制:是的

支持的开发平台:窗户

支持的目标构建平台:Windows、Linux

文件: 维基

示例项目: 插件->TopDownRogueLite引擎->插件->TopDownRogueLite || 这里 使用MetaHuman和Megascans资产

重要/附加注意事项:这个插件正在积极开发中,所有客户的反馈将不胜感激,并考虑到进一步改进产品。 价格可能会有所不同,具体取决于实施的新功能的复杂性,在产品页面上通知(至少1周前)以及原因/新功能列表后。










Update v0.3.0

UEGoreSystem (video) DemonstrationSetup process

Try before buy (Trial version)

GitHub Wiki!

IMPORTANT: DefaultGameplayTags.ini

Target audience: Small/Medium team, even talented solo developers.

Objective: The introduction of a clean and optimized new template for Unreal. The idea is to get a fully functional tech demo which can be further developed into many different kind of games, sharing the same core mechanics. Compatibility with other Marketplace assets is a focal point.

Test (Uncut Video) (Old v0.1.0)

On going example project (Download)

Example project playlist

Playable demo

Features:

  • C++ Plugin entirely developed on UE5.1 using many recent libraries and tools.
  • Fully exposed to blueprints.
  • Minimalistic and neat project, like any template should be.
  • Use of physics as part of the gameplay.
  • Custom UCharacterMovementComponent with an alternative walking speed (correctly replicated) which can be used for speed up (sprinting) or slow down (walking) the character movements, and a native, physical, Dash action.
  • Main Weapon is the default weapon for a given character. By default the main weapon for this project is “Fists”, but you might want something different, where the equivalent would be an harvesting tool like the Pickaxe for other notorious games. This weapon can’t be dropped and will disappear with the character after death.
  • Action Bar (main inventory) System, you can pickup/drop any item and it will be stored there. You can freely switch slots, or go back using the main weapon instead. If you select an empty slot, the main weapon will be used.
  • AnimClassLayers used for different poses, depending on your weapon (similar to Lyra, greatly simplified).
  • Camera Occlusion Management, you can decide which scene components might be hidden if they’re occluding the sight between the camera and the character capsule.
  • Postprocess showing the player’s character shape when it’s behind something. The same material supports Custom Depth Stencils and can be further expanded. The same material is responsable for the (yellow) item outline when the character is ready to interact with the object.
  • Player’s Line of Sight: a custom component for players. It uses the Global Post Process to mask the visibility for the player. Can decide which classes show/hide depending if they’re in sight or not (like Pawns, Items etc…).
  • Custom material function, which will gather the alpha information from the player’s line of sight component and will apply them to its own material. This is cool for smoothly mask an entire mesh and not just make it disappear, but it has some limitations, for example it doesn’t work very well with dynamic shadows.
  • Both AIs and Players can control the same character class. This allow any type of gameplay where you can control enemies or just swap body.
  • Gameplay Ability System for each character. It’s natively used for any player input, this way you can give or remove the ability to process any native input.
  • Progressive Respawn System, when a Character overlaps a respawn volume the system will save the tag from that actor into its associated PlayerController. When you die, you can respawn and the latest (overlapped) spawn actor will be automatically chose. [Note] Since the end goal is a Rogue Lite template, when you die you’ll drop all your weapons/items and you’ll restart with a fresh new character.
  • Cosmetic System, which uses the SkeletalMeshMerge class to merge multiple skeletal meshes together. It’s natively replicated and works runtime. [Note] This feature doesn’t support Morph Targets nor Clothing Simulation for now.
  • Flexible AI, fully customizable. The AI structure is not rigid at all, the plugin mainly provides many different new Behavior Tree nodes you can use to build your own AI Behavior Trees. A generic Behavior Tree, created mainly for demonstrative purposes, is present in the plugin’s folder and should be used as starting point to understand each new functionality.
  • few AI tools like an AISplineTool, used for patrolling a defined or random sequence of locations, and an AI Spawn System which can use triggers to spawn / remove AIs from the level. Currently, it just works progressively and, once the associated character is dead, the spawn will be disabled.
  • Physically simulated (and replicated) doors. They’re optimized and won’t simulate physics unless a specified actor class (you can set a list of classes) is overlapping this actor’s trigger volume. They can be locked/unlocked runtime.
  • Weapon system based on the Item inventory, with a melee and a firearm native c++ class. The firearm class is derived from the melee class, so your weapon can easily be an hybrid melee/firearm weapon.
  • AIPerception system, using “hearing”, “sight” and “damage” perceptions.
  • Vertical Aim, you’re not limited to 2 axis, by pressing a button (Alt by default) the character can aim up or down, depending where the mouse cursor is pointing, without interfering with the rest of the gameplay.
  • Punch, Melee and Toss demo animations have been recorded using Rokoko Studio and Rokoko Suit Pro 2

v0.2.0

  • GrenadePouch / Throwing System
  • Interaction interface (any actor) using the same system as "Items"
  • Chaos destructables integration
  • Replicated progress bar (used for health in the example demo, can be used for anything)

更新v0.3.0

Uegores系统 (短片) 示范表演设置过程

购买前试用(试用版)

GitHub Wiki!

重要事项: DefaultGameplayTags.ini拢潞

目标受众:小型/中型团队,甚至是有才华的独奏开发人员。

目标:介绍了一个干净和优化的新模板的虚幻。 我们的想法是获得一个功能齐全的技术演示,可以进一步发展成许多不同类型的游戏,共享相同的核心机制。 与其他市场资产的兼容性是一个重点。

测试(未切割视频) (旧v0.1.0)

正在进行的示例项目 (下载)

示例项目播放列表

可玩演示

特征:

  • C++ 插件完全开发于 UE5.1 使用许多最近的库和工具。
  • 充分暴露于 蓝图.
  • 简约整洁的项目,像任何模板应该是。
  • 使用 物理学 作为游戏的一部分。
  • 自定义/自定义/自定义/自定义/自定义/自定义/自定义/自定义 与一个 替代步行速度 (正确复制),可用于加速(冲刺)或减慢(行走)角色的动作,以及本机的物理动作, 短跑 开始!.
  • 主要武器 是给定角色的默认武器。 默认情况下,这个项目的主要武器是”拳头”,但你可能想要一些不同的东西,相当于其他臭名昭着的游戏的镐等收割工具。 这个武器不能掉落,死后会随着角色消失。
  • 动作栏 (主要存货) 系统,您可以拾取/放下任何物品,它将存储在那里。 你可以自由地切换插槽,或回去使用主武器代替. 如果你选择一个空槽,主要武器将被使用.
  • 动物分类 用于不同的姿势,取决于你的武器(类似于Lyra,大大简化)。
  • 摄像机遮挡管理,如果场景组件遮挡了摄像机和角色胶囊体之间的视线,您可以决定哪些场景组件可能被隐藏。
  • 后处理 显示 玩家的角色造型 当它背后的东西。 相同的材料支撑 自定义深度模板 并且可以进一步扩展。 相同的材料是负责的(黄色) 项目大纲 当角色准备好与对象交互时。
  • 玩家的视线:玩家的自定义组件。 它使用全局后处理来掩盖玩家的可见性。 可以决定哪些类显示/隐藏取决于它们是否在视线中(如棋子,物品等…)。
  • 自定义材质功能,它将从玩家的视线组件中收集alpha信息,并将其应用于自己的材质。 这很酷 平滑地掩盖整个网格 而不只是让它消失,但它有一些局限性,例如 它不能很好地与动态阴影一起工作.
  • 两者兼而有之 AIs和玩家可以控制相同的角色类. 这允许任何类型的游戏在哪里 你可以控制敌人或只是交换身体.
  • 游戏能力系统 对于每个字符。 它本机用于任何玩家输入,这样您就可以给予或删除处理任何本机输入的能力。
  • 渐进式重生系统,当角色与重生卷重叠时,系统会将该actor中的标记保存到其关联的PlayerController中。 当你死了,你可以重生和最新的(重叠)产卵演员将自动选择。 [注] 由于最终目标是一个流氓精简版模板,当你死的时候,你会放下所有的武器/物品,你会用一个新的角色重新开始.
  • 化妆品系统,其中使用 N.骷髅,骷髅 类以将多个骨架网格体合并在一起。 它是本地复制和运行时工作。 [注] 此功能目前不支持变形目标或服装模拟。
  • 灵活的AI,完全可定制。 该 AI结构一点也不死板,插件主要提供 许多不同的新行为树节点 您可以使用它来构建自己的AI行为树。 一个通用的行为树,主要是为了演示目的而创建的,存在于插件的文件夹中,应该作为理解每个新功能的起点。
  • 很少有AI工具 像一个 [医]走线,用于巡逻已定义或随机的位置序列,以及 AI产卵系统 它可以使用触发器从关卡中生成/删除AIs。 目前,它只是逐步工作,一旦关联的角色死亡,产卵将被禁用。
  • 物理模拟 (和复制) . 它们经过优化,不会模拟物理,除非指定的actor类(您可以设置类列表)与此actor的触发器体积重叠。 它们可以在运行时被锁定/解锁。
  • 武器系统 基于物品清单,具有近战和枪械原生c++类。 火器类是从近战类派生出来的,所以你的武器很容易成为混合近战/火器武器。
  • 感知系统,使用”听觉”,”视觉”和”损害”感知。
  • 垂直目标,你不限于2轴,通过按下一个按钮(默认为Alt),角色可以向上或向下瞄准,这取决于鼠标光标指向的位置,而不会干扰游戏的其余部分。
  • 冲床,冲床, 近战和折腾演示动画 已使用Rokoko Studio和Rokoko Suit Pro2录制

v0.2.0

  • GrenadePouch的 /投掷系统
  • 交互界面 (任何演员)使用与”物品”相同的系统
  • 混沌可破坏物 整合
  • 复制的 进度条 (在示例演示中用于健康,可用于任何东西)
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