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 Ascent Combat Framework (ACF) is a multi-modules C++ Plugin that provides an extendable and easy to use framework to build your very own Action RPG in a very short amount of time. It features everything you'd need to design and create a state-of-the-art fluid Ranged and/or Melee Combat System and supports networking.
 
 It has all the power of a professional, production ready C++ tool combined with the ease of a blueprint template, thanks to a full blueprint sample project that showcase all the functionalities.
 
 NEW V3.3: 6/2023 - Added Vault & Mantle and improved locomotion!
 NEW V3.2: 2/2023 - Added wave system and wave game mode!
 NEW V3: 12/2022 - Completely Redesigned for UE5!
 
 FREE SAMPLE Project showcasing all geature INCLUDED! Request it on our Discord (over 4500+ devs)!
 
 DEMO BUILDED PROJECT: Try the Demo! (v2) - New demo will be released soon!
 
 Discord
 NEW! Request the FREE ACF ULTIMATE, a COMPLETE GAME made with ACF and Ascent Toolset and Ascent UI Tools, ready to be extended and customized! More info on our DISCORD: ACF Ultimate Video
 
 FAQs
 Why is different?
 Its modular and generic architecture will let you create your very own gameplay avoiding that "garbage asset flipper" feel that most of the indie game have when made with pre-made assets. ACF gives the ability to the developer to shape his vision and build a polished and unique game experience.
 
 Why should I pefer a ACF over a blueprint template ?
 X - When you work with a blueprint template you often need to modify other's people blueprints to adapt them to your vision. This results in a chaotic and unpredictable workflow in which at every update of the template you get your modifications overridden and you risk to lose all your hard work. In addicion, forcibly adding code to other people's architecture will probably result in a chaotic and bug-prone code architecture that will make the development slower and frustrating.
 
 V - With a C++ plugin you DO NOT NEED to touch it's code at all, but you can work on top of ACF by extending it's functionalities and using it's modules. This will results in a perfectly decoupled codebase that can grow in size while maintaining a SOLID and reliable architecture that will scale without issues. Moreover the plugin is installed in the engine meaning that at every update your code remains untouched, resulting in a safe and reliable workflow. Organizing the codebase in "independent layers" is the most common way to work in the AAA industry because allows to re-use common logics in different projects speeding up signficantly the production process.
 
 Do I need to know C++ to work with ACF?
 Absolutely not. You are not supposed to touch the C++ code at all. ACF is built as an engine inside an engine so that you
 
 can work on top of it in Blueprints-only projects.
 Everything is exposed to blueprint to be expandable without coding, so you'll have all the power of a professional C++ Gameplay without touching a single line of code.
 
 Note: this requires at least some basic blueprint/unreal knowledge!
 
 Code Modules:
 19 modules with clean dependencies, so can you use only what you need:
 
 Ascent Combat Framework [Runtime]: The core of the combat system
 Actions System [Runtime]: generic system to handle new gameplay abilites and skills
 Character Controller [Runtime]: A set of generic controlelrs that works with both humanoid and quadruped creatures
 AIFramework [Runtime]: create and customize enemies and companions behaviors
 Camera Manager [Runtime]: Manages all the in camera movements
 Targeting System [Runtime]: Lock on or magnetic targeting
 Advanced RPG System [Runtime]: Create your own stats and attribtues and design your leveling system
 Collisions Manager [Runtime]: To handle precise and optimized damage traces
 Combined Animation System [Runtime]: to play combined animations between 2 characters
 Executions System [Runtime]: An extensions of Combined Animations System, specifically for executions
 Inventory System [Runtime]: generic inventory and quipment system that allows you to create your own equipment slots. Works also for storages and world items
 Crafting System [Runtime]: Generic implementations for Vendors, procedural storage and recipes to craft new items by combining others
 Spell Actions [Runtime]: Implementing specific actions for spells like damage projectiles, healing, buffs and summoning
 Automatic Save System [Runtime]: automatically save & load of all the marked variables in a separated Thread for maximum performance and with a single blueprint node
 MountSystem [Runtime]: Generic way of mounting other characters and vehicles
 Vehicle System [Runtime]: Chaos Vehicle specialization already set up to be driveable by an ACF character.
 Music Manager [Runtime]: Manage music changes between battles and quiet exploration phases
 Ascent Core Interfaces  [Runtime]: Generic module defining all the projects interfaces
 Ascent Editor Extensions [Editor]: Editor extensions for shortcuts to create actions and actionsSets
 
 Assets used in the sample are taken from:
 Lyra Game
 Paragon Assets
 FreeSound.org
 FlatIcons.com
 Weapon Master Animations
 Malbers Animations
 9CG
 技术细节
 Features:
 Generic Character Controller
 NEW Generic Actions System
 Items, Inventory, & Crafting System
 AI Framework & Companions
 AI Groups
 Statistics and RPG Framework (ARS): create your stats & attributes
 Optimized Collisions Manager (ACM)
 Targeting System (ATS)
 Camera Manager (CCM)
 Combined Animation System and Executions (CAS)
 Mount System
 Spells & Magic System
 Music Manager
 NEW V2 Automatic Save System
 NEW V3 Motion Warp Integration for every action
 NEW V3 Vehicles support
 NEW V3 Enhanced Input suppot
 NEW V3 Full Body IK support
 NEW V3 Shooting System
 NEW V3.2 WAVE SYSTEM!
 Documentation: ACF WIKI
 Number of Blueprints: 101
 Number of C++ Classes: 184
 Network Replicated: Yes (There are a couple of small features that are current not automatically replicated, check here)
 Supported Development Platforms: PC, Xbox One, PS4
 Supported Target Build Platforms: PC, Xbox One, PS4, Android
 
 
 Ascent Combat Framework(ACF)是一个多模块的 C++ 插件,它提供了一个可扩展且易于使用的框架,可在很短的时间内创建您自己的动作 RPG。它具有设计和创建最先进的流畅远程和/或近战战斗系统所需的一切功能,并支持联网。
 
 它既有专业 C++ 制作工具的强大功能,又有蓝图模板的简便易用性,这要归功于完整的蓝图示例项目,该项目展示了所有功能。
 
 新版 V3.3:6/2023 - 添加了 Vault 和 Mantle,并改进了运动性能!
 新版 3.2:2/2023 - 加入波浪系统和波浪游戏模式!
 新版 V3:12/2022 - 完全针对 UE5 重新设计!
 
 包含免费示例项目,展示所有几何图形!在我们的 Discord 上申请(超过 4500+ 开发人员)!
 
 已构建项目演示: 试用演示!(v2) - 新的演示版即将发布!
 
 讨论区
 新消息!申请免费的 ACF ULTIMATE,这是一款使用 ACF、Ascent 工具集和 Ascent UI 工具制作的完整游戏,可随时扩展和定制!更多信息请访问我们的 DISCORD: ACF 终极版视频
 
 常见问题
 为何与众不同?
 它的模块化和通用架构可让您创建自己的游戏玩法,避免大多数独立游戏在使用预制资产时产生的 "垃圾资产翻转器 "的感觉。ACF 让开发者有能力塑造自己的愿景,打造出精良独特的游戏体验。
 
 为什么要选择 ACF 而不是蓝图模板?
 X - 使用蓝图模板时,您往往需要修改他人的蓝图,使其符合您的设想。这将导致工作流程混乱且不可预测,每次更新模板时,你的修改都会被覆盖,从而有可能丢失所有辛勤工作。此外,强行将代码添加到他人的架构中很可能会导致代码架构混乱且容易出错,从而使开发速度变慢并令人沮丧。
 
 V - 对于 C++ 插件,您根本不需要接触其代码,但您可以通过扩展其功能和使用其模块在 ACF 的基础上工作。这将产生一个完美解耦的代码库,在保持稳固可靠的架构的同时,还能扩大规模。此外,插件安装在引擎中,这意味着每次更新都不会触动代码,从而实现安全可靠的工作流程。以 "独立层 "组织代码库是 AAA 行业最常见的工作方式,因为这样可以在不同项目中重复使用通用逻辑,大大加快制作流程。
 
 使用 ACF 需要懂 C++ 吗?
 绝对不需要。您完全不需要接触 C++ 代码。ACF 是作为引擎中的引擎而构建的,因此您可以
 
 这样您就可以在蓝图项目中使用它。
 所有内容都暴露在蓝图中,无需编码即可扩展,因此您无需接触任何一行代码就能获得专业 C++ 游戏玩法的所有功能。
 
 注意:这至少需要一些基本的蓝图/虚幻知识!
 
 代码模块:
 19 个模块具有明确的依赖关系,因此您只需使用您需要的模块:
 
 Ascent 战斗框架 [运行时]: 战斗系统的核心
 动作系统 [运行时]:处理新游戏能力和技能的通用系统
 角色控制器 [运行时]: 一套通用控制器,适用于人形生物和四足生物
 AIFramework [运行时]:创建和自定义敌人和同伴的行为
 摄像机管理器 [运行时]: 管理所有镜头内的动作
 瞄准系统 [运行时]: 锁定或磁性瞄准
 高级 RPG 系统 [运行时]: 创建自己的状态和属性,设计自己的等级系统
 碰撞管理器 [运行时]: 处理精确和优化的伤害轨迹
 组合动画系统 [运行时]:播放两个角色之间的组合动画
 执行系统 [运行时]: 组合动画系统的扩展,专门用于执行动作
 库存系统 [Runtime]:通用库存和装备系统,允许您创建自己的装备槽。也适用于仓库和世界物品
 制作系统 [运行时]: 供应商、程序存储和配方的通用实现,可通过组合其他物品制作新物品
 法术操作 [运行时]: 为法术(如伤害投射、治疗、BUFF 和召唤)实现特定操作
 自动保存系统 [运行时]:在一个独立的线程中自动保存和加载所有标记的变量,以获得最佳性能,并使用单个蓝图节点
 挂载系统 [运行时]: 安装其他角色和车辆的通用方法
 车辆系统 [运行时]: 混沌载具专用系统已设置为可由 ACF 角色驾驶。
 音乐管理器 [运行时]: 管理战斗和安静探索阶段之间的音乐变化
 Ascent 核心接口 [运行时]: 定义所有项目接口的通用模块
 Ascent 编辑器扩展 [编辑器]: 编辑器扩展,用于创建动作和动作集的快捷方式
 
 
 
 
 
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