本帖最后由 满心欢喜 于 2022-10-8 21:01 编辑
Combo Graph is an Unreal plugin based on GAS (Gameplay Ability System) that lets you focus on Combo / Combat design with a Custom Graph and node-based Editor to deliver a fast, flexible and enjoyable developer experience.
The main idea behind this plugin is to try to cut down iteration times as much as possible when designing and prototyping a new combat system / combos.
Paired with good animation packs, this plugin hopefully has everything a gameplay developer needs to quickly and efficiently build their own melee combat system.
Built from the ground up with integration in mind, you don't need to know GAS to use or integrate Combo Graph. It uses GAS and Enhanced Input at its core to play combo animations and setup input transitions between each nodes, in an accessible and approachable way. A Combo Graph asset can be run from a Gameplay Ability via an Ability Task or elsewhere via a Gameplay Task, like from within a Character Blueprint or Behavior Tree Task.
Multiplayer Support
Building off the foundation of GAS and Enhanced Input, replication and multiplayer support were an integrant part of the plugin design and development process. Combo Graphs running within a Gameplay Ability, and using Ability Tasks to handle animation montage, you get proper local prediction and replication out of the bat.
Just know that while you can use Animation Sequences directly within Combo Graphs (more information below), those are not properly replicated unlike Animation Montages. See the disclaimer section.
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