GBWFlowMove - High-speed Movement system, Multiplayer Ready!适配UE5.2
Note that : This plug-in has been built into the GBWPowerfulHit. If you own PH, you will not have to buy this product again.
(Note: GBWPowerfulHit plug-in is a complete combat system solution, and has many features built in to enhance combat performance. FlowMove plug-in is also one of the features built in PowerfulHit to enhance combat performance.)
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 doesn't use animation blueprints at all,
so when you integrate FlowMove into your own project,
you don't need to make any changes to your own animation system,
just add FlowMove components to your character, specify data assets, and everything can start working!
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 :
The goal of the FlowMove system is not to replace traditional basic Movement systems (such as ALS, the Movement system in Lyra, and FLS). It's more like a special movement system, just like the movement methods typical heroes in games have (imagine the martial arts masters in Chinese martial arts movies, or the Chinese immortals). It is recommended not to build all the movement systems of the main characters in your game on top of the FlowMove system. The best way to use FlowMove is to combine it with a basic movement system to enable your character to have complete movement capabilities in any dimension, just as I did in my own game (I use FlowMove with FLS).
This product does not include the characters and scenery assets in the demonstration.
技术细节
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: (Please include a full list of each Plugin module and their module type (Runtime, Editor etc.))
GBWFlowMove (Runtime)
GBWRMS (Runtime)
Number of Blueprints: 0
Number of C++ Classes: 22
Network Replicated: (Of course Yes. All GBWGame products support network replication)
Supported Development Platforms: (WIn64)
Supported Target Build Platforms: (WIn64)
Documentation: GBWGame WIKI – Wikiful
请注意:该插件已内置于 GBWPowerfulHit 中。 如果您拥有 PH,则无需再次购买该产品。
(注:GBWPowerfulHit插件是一个完整的战斗系统解决方案,内置了许多增强战斗性能的功能。FlowMove插件也是PowerfulHit内置的增强战斗性能的功能之一。)
FlowMove 系统不同于市场上所有其他运动系统。
它专注于最酷和最具表现力的运动方法。
启动 FlowMove 系统并在几乎任何场景中横行!
请放心,FlowMove 将使您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!
现在就观看预告片,相信一旦你看到它,你就会迫不及待地想将它融入到你自己的游戏中!
完全使用C++实现,可以在C++和蓝图中使用!
FlowMove根本不使用动画蓝图,
所以当你将 FlowMove 集成到你自己的项目中时,
您不需要对自己的动画系统进行任何更改,
只需将 FlowMove 组件添加到您的角色,指定数据资产,一切就可以开始工作了!
FlowMove不仅是一套完整的Movement解决方案,更是一个精心设计的Movement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。
并且几乎完全无需考虑复杂的网络复制问题,只需专注于游戏逻辑的创建。
(通过继承FlowMove提供的基类,您可以完全自定义Perceptron、Move控件、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预先设定了角色的移动状态,所以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,几乎所有这些运动系统都是基于动画蓝图的,因此在使用它们时,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:
FlowMove系统的目标不是取代传统的基本运动系统(例如ALS、Lyra中的运动系统和FLS)。 它更像是一种特殊的动作系统,就像游戏中典型英雄的动作方式一样(想象一下中国武侠电影中的武术大师,或者中国的神仙)。 建议不要在 FlowMove 系统之上构建游戏中主要角色的所有移动系统。 使用FlowMove的最好方法是将其与基本的移动系统结合起来,使你的角色在任何维度上都具有完整的移动能力,就像我在自己的游戏中所做的那样(我将FlowMove与FLS结合使用)。
本产品不包括演示中的角色和风景资产。
技术细节
特征:
最酷的移动系统,多人游戏就绪!
采用定制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,用最快的速度,瞬间为自己的角色配备FlowMove的能力!
一个精心设计的框架,可以根据您自己的需求用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:(请包含每个插件模块及其模块类型(运行时、编辑器等)的完整列表)
GBWFlowMove(运行时)
GBWRMS(运行时)
蓝图数量:0
C++ 类数量:22
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
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