Purpose and Behavior
Create a realistic and seamless burning simulation with the Dynamic Campfire blueprint.
Start with a fresh pile of tree branches and dried grass. Light the fire to see its dynamic materials, light, and particle effects illustrate burning and temperature increase. Stop the fire at any time and watch it smolder, until the last incandescent embers fade away.
This asset includes a fuel system, meaning it will stop burning when its Available Wood reaches zero. For that reason, there's also the possibility of "adding wood" by a secondary input, followed by cue sounds and ember particles flying like in a real campfire
In addition, meshes such as rocks and a cooking fish on a stick can be added for decorative purposes. And the fish will also be cooking seamlessly during the burning process.
All this can be done in Single or Multiplayer since this blueprints and all its components are Network Replicated.
Interacting with the Dynamic Campfire during game-play:
There are currently two main Interaction options available:
Line Trace Interaction: Designed for first person projects where the character interacts with the surroundings, using a crosshair.
Overlap Interaction: Designed for third person projects or projects where the character interacts with the surroundings by pressing a key when in range from the actor.
Bonus version specifically for Cinematics.
Since update V4, the Dynamic Campfire comes with a Static Campfire bonus blueprint that allows you to use the campfire as a static prop for which you can choose the static burning state. This is ideal for Cinematics since you have full control in the editor of the campfire burning stage.
Updates
Version V2 :
Major performance update by removing event tick node.
Replication added.
Version V3 :
Another performance update by replacing delay nodes by function timers.
Integration further simplified. Removed the need to edit the HUD Class. Now the crosshair is just a simple Widget Blueprint.
Interaction is now done with the left mouse click.
Fixed audio bug. The sound cues have now attenuation.
Demo level includes night and day switch demo Blueprint.
Version V4:
The asset now includes a Static Campfire blueprint, which is, performance wise, a lighter version of the Dynamic Campfire and allows to set a burning state that will remain static and can be previewed in the editor.
Version V5:
The asset now includes a fuel system and the possibility to "add wood" to the campfire with a secondary input.
"Add wood" particle and sound effects included.
Version V6:
There are now two interaction options. Line Trace Interaction and Overlap Interaction.
Each interaction option has its own dedicated Dynamic Campfire blueprint.
Integration process has been majorly simplified by the use of component blueprints.
目的和行为
使用动态篝火蓝图创建逼真的无缝燃烧模拟。
从一堆新鲜的树枝和干草开始。点燃火堆,观察其动态材料、光线和粒子效果,以说明燃烧和温度上升的情况。随时停止点火,观看火苗燃烧,直到最后一缕余烬熄灭。
该资产包含一个燃料系统,这意味着当其可用木材达到零时,它将停止燃烧。因此,还可以通过辅助输入来 “添加木材”,随后会发出提示音和微粒飞舞,就像在真实的篝火中一样。
此外,还可以添加网格,如石头和用木棍烹饪的鱼,以起到装饰作用。在燃烧过程中,鱼也会无缝烹饪。
所有这些都可以在单人或多人游戏中完成,因为该蓝图及其所有组件都是网络复制的。
在游戏过程中与动态篝火互动:
目前有两种主要的交互方式可供选择:
线迹互动: 专为第一人称项目设计,角色可使用十字准线与周围环境互动。
重叠交互: 专为第三人称项目或角色与周围环境互动的项目设计,角色在与演员的距离范围内按下一个键即可与周围环境互动。
专门用于电影的额外版本。
自 V4 版本更新后,动态篝火附带了静态篝火奖励蓝图,可让您使用
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