Features:

  •  The coolest Movement system, Multiplayer Ready!
  • Adopt customized RMS system for motion control and high-performance network replication
  •  Fully implemented using C++, which can be used in both C++and blueprints
  •  It has nothing to do with animation blueprints, and has absolutely no damage to your own animation system
  • Starting with DemoProject, use the fastest speed to instantly equip your own character with the ability to FlowMove!
  • A well-designed framework that can extend FlowMove in C++ or blueprints based on your own needs
  • Timely and effective online technical support. If you follow my Discord channel, you will find that if you encounter problems, you can always find me there

Code Modules:

  •  GBWFlowMove
  •  GBWRMS
  • GBWAnim
  • GBWAnimEditor
  • GBWFootIK
  • GBWFootIKEditor
  • GBWPowerfulPerception
  • GBWPowerfulState
  • GBWPowerfulTools
  • GBWPowerfulToolsEditor

Number of Blueprints: 0

Number of C++ Classes: 45

Network Replicated: (Of course Yes. All GBWGame products support network replication)

Supported Development Platforms: (WIn64)

Supported Target Build Platforms: (WIn64)

Documentation: GBWGame WIKI – Wikiful

特点:

  • 最酷的运动系统,多人联机!
  • 采用定制的RMS系统进行运动控制和高性能网络复制
  • 完全使用C++实现,C++和蓝图中都可以使用
  • 与动画蓝图无关,对自己的动画系统绝对没有任何损害
  • 从DemoProject开始,使用以最快的速度,瞬间为自己的角色配备FlowMove能力!
  • 精心设计的框架,可以根据自己的需求用C++或蓝图扩展FlowMove
  • 及时有效的在线技术支持。如果你关注我的 Discord 频道,你会发现如果你遇到问题,你总是可以在那里找到我

代码模块:

  • GBWFlowMove
  • GBWRMS
  • GBWAnim
  • GBWAnimEditor
  • GBWFootIK
  • GBWFootIKEeditor
  • GBWPowerfulPerception
  • GBWPowerfulState
  • GBWPowerfulTools
  • GBWPowerfulToolsEditor

数字蓝图数量:0

C++ 类数量:45

网络复制:(当然可以。所有 GBWGame 产品都支持网络复制)

支持的开发平台:(WIn64)

支持的目标构建平台:(WIn64)

文档:GBWGame WIKI – Wikiful

Trailer Video YouTube : Youtube Vidoe Bilibili Vidoe

Try The Playable Demo : (GoogleDirve)

Document And Tutorial : Document

Support : Discord Channel QQ群-691495466

My other assets in the market :

GBWGame

The FlowMove system is different from all other Movement systems on the market.

It focuses on the coolest and most expressive methods of Movement.

Start the FlowMove system and run amok in almost any scene! 

Rest assured that FlowMove will allow your character to automatically overcome all obstacles!

Dodge, sprint, climb, slide shovel, pedal wall, glide, qualitative movement towards target… And any of the coolest Movements you can think of!

Watch the trailer now, and I believe once you see it, you can’t wait to integrate it into your own game!

Fully implemented using C++, it can be used in both C++and blueprints!

FlowMove is not only a complete set of Movement solutions, but also a carefully designed Movement framework.

This means that if you want, under the framework of FlowMove, you can completely customize your own unique Movement system.

And almost completely eliminates the need to consider complex network replication issues, just focusing on the creation of game logic.

(By inheriting the base class provided by FlowMove, you can fully customize Perceptron, Move control, runtime scripting logic.etc. All these customized extensions to FlowMove can be implemented in both C++and Blueprint). 

This is absolutely revolutionary.

Because most of the Movement systems on the market have set the character’s Movement status in advance, all you can do is simply replace some resources in these restricted states.

Moreover, almost all of these Movement systems are based on animation blueprints, so when using them, you have to modify your own animation system. This is really too much trouble!

Important/Additional Notes :

This product does not include the characters and scenery assets in the demonstration.

预告片视频 YouTube :Youtube 视频 Bilibili Vidoe

尝试可玩演示:(GoogleDirve)

文档和教程:文档

支持:Discord频道 QQ群-691495466

我在市场上的其他资产:

GBWGame

FlowMove系统与市场上所有其他运动系统不同。

它专注于最酷、最具表现力的运动方式。

启动FlowMove系统,几乎可以在任何场景中横冲直撞! 

请放心,FlowMove 会让你的角色自动克服所有障碍!

闪避、冲刺、攀爬、滑铲、踩墙、滑行、向目标定性移动……以及您能想到的任何最酷的动作!

现在观看预告片,我相信一旦您看到它,您就会迫不及待地将其融入您自己的动作中游戏!

完全使用C++实现,在C++和蓝图中都可以使用!

FlowMove不仅是一套完整的运动解决方案,更是一个精心设计的运动框架。

这意味着,如果你愿意,在FlowMove的框架下,你可以完全定制自己独特的运动系统。

而且几乎完全不需要考虑复杂的网络复制问题,只关注游戏逻辑的创建。

(通过继承FlowMove提供的基类,您可以完全自定义Perceptron、Move控制、运行时脚本逻辑等。所有这些对FlowMove的自定义扩展都可以在C++和Blueprint中实现)。 

这绝对是革命性的。

因为市面上大部分的移动系统都提前设置了角色的移动状态,你所能做的就是简单地替换这些受限状态下的一些资源。

而且,几乎所有这些移动系统都是基于动画蓝图的,所以在使用它们时,你必须修改自己的动画系统。这实在是太麻烦了!

重要/附加说明:

本产品不包含演示中的角色和场景资源。

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