
- Версия Unreal Engine
- 5.5
Highlights
Code Modules
Additional Details
- Multiple core GAS-related objects for Combat: Attribute Sets, Gameplay Effects, Gameplay Abilities and Tasks.
- Interface-driven approach to all components in the system. Extend or replace them as you need.
- Attacks are integrated with Motion Warping, which may provide that "combat stickiness" feel.
- Combos are driven using Unreal Engine's State Trees.
- A Replicated Actor Pool for Projectiles, Cast Actors, etc.
- Opportunity Attack framework, for backstabs, parry, etc.
Technical Details
Technical Details- A framework (not a template) to help you with your combat systems.
- Built using the Gameplay Ability System and other Unreal Engine systems such as the Gameplay Targeting System, Gameplay State Trees, Motion Warping and the Physical Animation Component.
- Animation-driven, very modular, highly extensible.
- Fully written in C++, exposed to Blueprints whenever applicable.
Code Modules
- NinjaCombat: runtime, the core functionality.
- NinjaCombatActorPool: runtime, the replicated actor pool.
- NinjaCombatInventory: runtime, optional integration with the Ninja Inventory.
- NinjaCombatUI: runtime, widgets and UI-related objects for the Combat System.
Additional Details
- Number of C++ Classes: ~100
- Network Replicated: (Yes/No): Yes