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Coin 5.5 BP ‌‌‍‍‎ Multiplayer skill tree system : Procedural skill tree UI Modular skilling system 5.5+

Multiplayer skill tree system : Procedural skill tree UI Modular skilling system
Версия Unreal Engine
5.5

Features:

  • Automatic skill tree generation
  • Heavily influence tree generation with simple sliders
  • Fully customizable appearance
  • Automatic state blending (auto-animates!)
  • 1-minute setup with any project
  • Fully scalable - supports hundreds of skills
  • Automatic persistent saving (togglable)
  • Crash-proof (state saved through game crashes)
  • Multiplayer-ready
  • Multiplayer is robust and secure, has built-in anti-cheat, and is largely automatic and easy to use, requiring very little knowlege of multiplayer
  • Automatic selection focus (togglable)
  • Allow player to view unlearnable skills (togglable)
  • All controls in 1 place
  • Easily change sounds, background, input keys, etc.
  • Easily talk to skilling system from any blueprint
  • Easy GAS integration
  • 100% blueprint, no C++ knowledge required
  • 100% data-driven
  • Fast iteration to easily add/change skills/tree during development
  • Full controller/gamepad support
  • Highly optimized, made with best practices
  • Highly commented/organized
  • Several finished example/starting skill trees included
  • Multiplayer testing map
  • Full and concise documentation

Technical details​

Documentation

Included assets:
  • 4 finished example skill trees for reference
  • Multiplayer tutorial/testing map which is a 3d reflection of the documentation
  • A single modular actor component which drives the entire system and can be added to your project's player controller
  • An example Player Controller and Game Mode for examples of all features and how to use them
  • Widgets for the skill tree, the nodes, the connections, the node details popup, and a widget base class for inheritable smooth fading functionality
  • Base materials and instances for nodes and connections
  • Over 200 unique skill icon and image textures

Optimizations:
  • Soft object loading: The textures you assign in the data table get asynchronously loaded to minimize runtime texture memory usage
  • Optimized materials: The materials use signed distance fields to reduce computation time and further reduce texture memory footprint
  • Static-dynamic material swapping: Dynamic material instances only exist during node state transitions to minimize runtime memory usage
  • Controlled dependencies: Parts are loaded only when used, saving runtime memory. The Skill Tree component is only 5.1 MB
  • Full cleanup and removal on closure: The system destructs whenever the UI is closed to minimize runtime memory usage

Multiplayer
Blueprint-only
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Lucifer
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