- Версия Unreal Engine
- 5.6
Modular by Design. Flexible by Nature.
Blueprint templates look easy, until you need to change them. ACF is built on a industry-standard layered architecture, a modular C++ core designed to scale with your ambition. ACF is a C++ plugin designed to be extended, not hacked. You build on top of it, not inside it. That means cleaner architecture, no conflicts, and updates that don’t wipe your work. Use what you need, extend what you want, and leave behind the limitations of traditional templates.
Need C++ to use ACF?
All core systems are exposed to Blueprints, meaning you can build your game without writing a single line of cpp code. Unless you want to, of course!
You Are Not Alone
Join our thriving community of over 5700 developers in Discord. With 150+ pages of documentation (Wiki) and over 50 video tutorials (Check a preview here, more avaialble in Discord) you'll have all the guidance you need to bring your project to life. Whether you're a seasoned developer or a beginner, support is always at your fingertips.
- Code Modules & Features:
20 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
- Status System NEW [Runtime]: Manages altered status as poison, frozen etc.
- 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
- Status System [Runtime]: implement easily altered status such poisoned, frozen stunned etc.You are not alone!





