代码插件 Instance Damage System 2.0.3 适配UE5.6-5.5-5.4实时伤害破坏系统

Unreal插件信息
插件名称: Instance Damage System
官网地址: https://www.fab.com/listings/c41d17ed-67a2-4642-ad9d-0d084662a026
版本: 2.0.3
解压密码:
引擎版本: UE5 
素材类型: 代码插件










Instance Damage System lets you interact with instanced static meshes in an open world fashion!
This is a perfect solution for GTA style destruction/interaction with respawning props or any resource collection game.

Features:
Register any static mesh component based object as proxy (primarly intended for ISMCs but supports any base SMC with the ability for adding support to any other UE object class in C++)
Define damage settings per damage asset (static mesh asset used by the proxy ISMC)
Spawn destructibles in place of proxy instances (ISMC instances)
Hide/unhide proxy instances
Respawn proxy instances over time depending on the distance to the player
Pool destructibles (reuse already spawned objects)*
World Partition support (hide/unhide instances even when the proxy isn't present in the level!)
Setup custom data per each damage asset (exp, money, etc.)
Network Replication with three replication modes
Client Authoritative: only clients spawn destructible; server detects damage and sends it to other clients
Client Replicated: clients spawn destructibles as a result of replication
Server: destructible actors are responsible for replication
Save and load proxy visibility state
Easy setup through data tables
Exposed to blueprints - easy scripting anywhere within your project
C++ extendible - add new features or override default ones with the provided subsystem and its virtual functions
Example project with minigames build around the system:
Chaos minigame (recreation of Saints Row's Mayhem activity)
Destruction minigame (destroy a random instance amount of 3 randomly picked meshes)
Wanted Level example (get wanted stars depending on the amount of damage done)


实例伤害系统让您能够以开放世界的方式与实例化的静态网格物体进行交互!
这是 GTA 风格破坏/与重生道具交互或任何资源收集游戏的完美解决方案。

功能:
将任何基于静态网格物体组件的对象注册为代理(主要用于 ISMC,但支持任何基础 SMC,并能够添加对任何其他 C++ UE 对象类的支持)
为每个伤害资源(代理 ISMC 使用的静态网格物体资源)定义伤害设置
生成可破坏对象以代替代理实例(ISMC 实例)
隐藏/取消隐藏代理实例
根据与玩家的距离随时间重新生成代理实例
池化可破坏对象(重用已生成的对象)*
支持世界分区(即使关卡中没有代理,也可以隐藏/取消隐藏实例!)
为每个伤害资源设置自定义数据(经验、金钱等)
三种复制模式的网络复制
客户端授权:只有客户端生成可破坏对象;服务器检测到损坏并将其发送给其他客户端
客户端复制:客户端通过复制生成可破坏对象
服务器:可破坏 Actor 负责复制
保存和加载代理可见性状态
通过数据表轻松设置
暴露于蓝图 - 可在项目的任何位置轻松编写脚本
C++ 可扩展 - 使用提供的子系统及其虚函数添加新功能或覆盖默认功能
围绕系统构建的迷你游戏示例项目:
混沌迷你游戏(重现《黑道圣徒》中的混乱活动)
破坏迷你游戏(摧毁随机实例数量的 3 个随机选取的网格)
通缉等级示例(根据造成的伤害量获得通缉星)





作者 cg小白兔 发表于 7 小时前
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