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عنوان محصول
توضیحات سازنده در خصوص این پلاگین
Nov 17, 2016
Undefined
Gigabytes
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در برخی موارد لینک های دانلود رایگان هستند و در مواردی نیاز به خرید اشتراک دانلود در پلن های مختلف دارید. لطفا به پلن مورد نیاز برای دانلود در قسمت بالا توجه کنید و طرح مورد نیاز خود را خریداری نمایید. توجه داشته باشید که با کلیک بر روی لینک مقابل صفحه دانلود باز می شود و پس از خرید اشتراک می توانید دانلود کنید
RPG Engine ToolKit
Playable Demo – New Action RPG Demo HERE– Updated 6/18/2023
NOTE: Demo will be redone once the toolkit is fully complete for a new optimized level with more Battle Class examples.
Database Manager Documentation
RPG Engine Toolkit V4 Video Series
Facebook Page for Updates and Implementation Help and Quick Responses HERE
Comes with the Auto Terrain Cover Toolkit contains V4 of the Auto Terrain Cover not yet released.
This is a tool I have been working on since 2014, every thing I’ve learned about UE4, System Design, and Reverse engineering ideas from beloved RPGs are all concentrated with in this product. I am not an artist but I am a Engineering Lead for a few years at a job where my main position is redesigning systems. I’ve converted and redesigned systems from flash to Unreal Engine and Unity. There are a ton of things I’ve learned over the years about making modular systems. I’ve taken that knowledge to help me improve this system over the years.
5.1 Changes:
· Removed the old battle circle. Too much overhead.
· Calculated battle quadrants will be used instead with a Close/Mid/Ranged length.
· Each character class can be configured for a Close/Mid/Ranged battle range for the class.
· Rail Grinding states added.
· Added UseRootMotion to the class definition for the AI that has root motion animations.
o Root motion can be used for jumping as well it assumes that when jumping the player enters fly mode so ZMotion is added to the motion. I have tested Forward/Z motion for root motion jumps and this helps when setting up walking running and in place jump motion. Make sure root motion from everything is enabled for the jump blends to take effect.
· Changed the USkeletalMeshComponents and Mesh Components that hold weapons to be dynamic to reduce actor overhead cost.
· IFrame, Stagger Frames, Casting frames, Recover frames etc are now defined by animation state data. This allows the AI to look at an attacker or target and see what state they are currently in to help steer battle decisions will add more logic to this later to see how good it can work with difficulty level settings for certain AI Classes.
· Moved Battle logic out of Button Mapping function to help eventually remap actions and reconfigure initial action buttons.
· Updated how AI party follows you, I think my initial calculations followed pathing segment points incorrectly. For instance if I quickly rounded a small wall the AI tried to walk through the wall, now it will go around to catch up.
· Changed how the enemy and AI Party/Enemies react when attacking. The AI should focus and backoff after finishing an attack string to allow room for other AI to enter and to allow room for recovery.
· AI Dodging in was adjusted to not be as excessive. Dodge percentage is now configurable by class parameters.
· Adjusted the targeting code to make sure the target its going for is prioritized. Target VS revenge targets. No enmity list as of yet.
· Fixed issue where the enemy could not find the target and got stuck in states. Cause a little bit by the recover animation and stuck/struck code triggering.
· Since Matinee was removed I need to make sure my cutscene workflow is redone and still works with the event system to include dialog during sequences and pausing / skipping still works.
o Using The event Manager in Sequencer to fire event flow event back to the event system has been verified. In the store room right before the end of the demo room there is now a old dialog sequence that will play. It also has a Tree Split based on user input to skip to certain parts of the sequence playing as well as activating certain events based on event path.
· You can now use Upper body animation and Full body animation by just marking the correct slot for the animation in the animation montage. Update the RPGAnim Blueprint with the proper logic to handle this.
· The city test map was lost from corruption when I lost my operation drive. I will remake this later when I remove the Pantheon characters and replace this with characters of my own with better example animations.
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