蓝图 Advanced Locomotion Component 1.5 适配UE5.1

Unreal插件信息
插件名称: Advanced Locomotion Component
官网地址: https://www.unrealengine.com/marketplace/zh-CN/product/advanced-locomotion-component
版本: 1.5
解压密码:
引擎版本: UE5 
素材类型: 蓝图










Disclaimer:
Some content in showcase is not included in asset, but will provide free samples and tutorials
Locomotion Component - Compatible with most Animsets in the marketplace & Pragon

Main Features:
It can be integrated into any existing project.
No need to inherit from a parent character class, just add component in the character blueprint and it's done.
Support for both UE4 and UE5 skeletons.
Adding and modifying animations, as well as changing character speeds, can all be done simply through the use of DataTables, making it easy to manage a large number of animations.
The logic of animation states no longer needs to be done in ABP. Simply configure the animations for each state, and switch states as needed in any BP.
Other animsets from the marketplace are also supported, with assets such as Kubold, GhostSamurai_Bow, and Paragon already tested [Youtube] (more animsets will be tested in the future, and related tutorials will be created).
Very flexible animation configuration that can meet most requirements. All animations in the showcase project are completed through configuration.
You can adjust the animation of each pose by adding Anim Override.
Anim Override allows you to create different movement animations using fewer animations.

This asset includes lightweight combat components, it is built on an Event-driven architecture(Wiki) (Blueprint Only).

Features:
Using components and events instead of interfaces and parent classes can lead to better decoupling
No need to know the specific type of the Actor anymore, as everything is treated as an Actor type, completely avoiding the use of type conversions (Cast to XXX).
When a value or state changes, all listeners are notified through an event dispatch mechanism to avoid using Event Tick

Components included:
QuickBar:Used to manage weapon switching
Health:manages character's health, damage taken, and death
HUD:used to create and remove widget and dispatch events to widget
AbilitiesManager:registers, unregisters, and get abilities
Ability:manages ability cooldowns and triggers
Bow:a universal bow solution that manages the state of the bow.
Event:used for communication between BP
Montage:used to play replicated montage and receive animation notify in any place.
Team:used to assign teams to characters
Weapon:Used for melee attack trace and management of some basic properties.

All of the above components implement the most basic functions and are not coupled to each other. Therefore, you are free to usd and extend them as you wish.

技术细节
This asset contains portions of content from the following assets provided by Epic (which can only be used within Unreal Engine, according to epic policies)
Lyra Starter Game (Animations)
Valley of the Ancient (LightDart Effects & Echo Animations)
Paragon-Sparrow (Weapon + Animations)
Paragon-Greystone (Weapon + Animations)
Dependent plugins (Free Epic official plugins)
Animation Locomotion Library
Animation Warping
Spatialization
Audio Modulation
MetaSound
Number of Blueprints: 60
Input: (Keyboard, Mouse)
Network Replicated: (Yes)
Supported Development Platforms:
Windows: (Yes)


免责声明:
展示中的部分内容不包含在资产中,但会提供免费示例和教程
运动组件 - 与市场上的大多数动画集和 Pragon 兼容

主要特点:
它可以集成到任何现有项目中。
无需继承父角色类,只需在角色蓝图中添加组件即可。
支持 UE4 和 UE5 骨架。
添加和修改动画,以及改变角色速度,都可以通过使用DataTables简单地完成,从而可以轻松管理大量动画。
动画状态的逻辑不再需要在ABP中完成。 只需配置每个状态的动画,并在任意 BP 中根据需要切换状态。
还支持市场上的其他动画集,例如 Kubold、GhostSamurai_Bow 和 Paragon 等资产已经经过测试 [Youtube](将来将测试更多动画集,并将创建相关教程)。
非常灵活的动画配置,可以满足大多数要求。 Showcase项目中的所有动画都是通过配置完成的。
您可以通过添加动画覆盖来调整每个姿势的动画。
动画覆盖允许您使用更少的动画创建不同的运动动画。

该资产包括轻量级战斗组件,它基于事件驱动架构(Wiki)(仅限蓝图)构建。

特征:
使用组件和事件而不是接口和父类可以实现更好的解耦
不再需要知道 Actor 的具体类型,因为一切都被视为 Actor 类型,完全避免使用类型转换(Cast to XXX)。
当值或状态发生变化时,通过事件调度机制通知所有侦听器,以避免使用 Event Tick

包括的组件:
QuickBar:用于管理武器切换
健康:管理角色的健康、受到的伤害和死亡
HUD:用于创建和删除小部件以及向小部件分派事件
AbilitiesManager:注册、注销、获取能力
能力:管理能力的冷却时间和触发
Bow:管理弓状态的通用弓解决方案。
Event:用于BP之间通信
Montage:用于播放复制的蒙太奇并在任何地方接收动画通知。
队伍:用于给角色分配队伍
武器:用于近战攻击追踪和一些基本属性的管理。

上述所有组件都实现了最基本的功能,并且相互之间没有耦合。 因此,您可以根据需要自由使用和扩展它们。

技术细节
该资产包含 Epic 提供的以下资产的部分内容(根据 Epic 政策,只能在虚幻引擎中使用)
Lyra 入门游戏(动画)
远古之谷(LightDart 效果和回声动画)
Paragon-Sparrow(武器+动画)
  Paragon-Greystone(武器+动画)
依赖插件(免费Epic官方插件)
动画运动库
  动画变形
空间化
音频调制
元音
蓝图数量:60
输入:(键盘、鼠标)
网络复制:(是)
支持的开发平台:
窗户:(是)





作者 cg小白兔 发表于 2024-3-14 10:40:43
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