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出品Physics Platformer Toolkitのメディア1
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説明

This is a first-of-its-kind UE5 toolkit built to help you create your own Physics-based Platformer.

Whether you’re prototyping or building a full game, this pack gives you fully implemented characters (3rd Person and Side Scroller) with simulated capsule, weapons, equipment and 25+ physics-based gameplay elements.

Each asset is self-contained and can be used independently. Some of the assets can be configured per-instance in editor in order to create variation.

----------------->🎬Watch Side Scroller TRAILER <-----------------
--------->🕹️Playable DEMO (3rd Person + Side Scroller) <---------

Please go through these videos in order to understand the capabilities of the toolkit, how it's functioning and how it should be used (2x Speed recommended 😁):

 

📢For questions and support -> Join Discord Server

🆕 New version is out v1.2.1 :

Added support for UE 5.6 and UE 5.7.

🆕 New version is out v1.2.0 :

  • Character improvements

    • Implemented all abilities and weapons for the default 3rd Person Kinematic Character

      • (except for the Grapple Hook, which can only be simulated and is fundamentally incompatible with the kinematic mode)

    • Implemented default 3rd Person Physics Character

    • Re-implemented the Side Scroller character using the same components as other characters

    • Abilities

      • Added a Gameplay Ability System for orchestration and seamless integration with a custom character

      • Created single interface between abilities and the ability system for easy addition of new abilities

      • Decoupled aiming from movement in a separate component for easy customization of the aiming logic

      • Made all weapons and equipment optional for easy inclusion/exclusion at compile time (added debug messages for missing components)

    • State Machines

      • Extensive clean-up and simplification of the state machines

      • Performance optimization: reimplemented transitions with events instead of tick

      • Decoupled the State Tree from the character and components - everything is routed through the Gameplay Ability System

    • Implemented Player Controller and Game Mode to increase modularization and customization


🆕 New version is out v1.1.2 :

Improvements to the physics-based 3rd Person Character

  • Encapsulated the movement behavior into a single movement component

  • Implemented controller support

  • Added all relevant movement events

  • Cleaned up character main code

  • Cleaned up State Machine code

🆕 New version is out v1.1.1 :

Improvements to the physics-based 3rd Person Character

  • Fixed character in-air facing when spawned with a different orientation

  • Added input actions for all inputs

  • Fixed and simplified camera horizontal and vertical shift

  • Made Grab actor more self-contained

  • Made grapple hook actor more self-contained

Released alpha version of Default 3rd Person Character compatibility

  • Ported weapons to Default Third person Character

  • Ported most equipment to Default Third person Character

    • Grapple is partially working (and switched the char capsule in physics simulation mode)

    • Jet Pack is working, but uses another implementation, not the actor component

    • All other equipment is working

  • Created an example third person character with weapons and equipment on a separate map

Known issues

  • Punch animation montage is not working

🆕 New version is out v1.1:

  • Full release of 3rd Person Mode!

  • Modularization of all weapons and equipment for 3rd Person Character

  • Other 3rd Person Mode improvements

    • Simplified and cleaned up actor functions

    • Merged Grab and Physics Gun, to use a single component behind the scenes

    • Added animation and sphere trace for Punching

    • Added comments and units to equipment and weapons input parameters

🧩 Key Features

🚶‍➡️ 2 Types Fully Playable Characters : 3rd Person and Side Scroller

Variants

  • 3rd Person Kinematic Character based on the default character

  • 3rd Person Physics Character based on the default character

  • 3rd Person Physics Character based on Pawn

  • Side Scroller Physics Character based on Pawn

Features

  • Physics-simulated capsule, movement, and abilities

  • Character built from the bottom-up from the Pawn class

  • State machine built using the new UE5 default State Tree plugin

  • Includes:

    • Movement: Walk/Run, Jump, Air Control

    • Abilities: Stomp, Grab Objects

    • Equipment: Jetpack, Grapple Hook, Physics Gun

    • Weapons: Punch, Rocket Launcher, Grenade Launcher, Balloon Gun, Bubble Gun

🦿 25+ Dynamic Physics Assets
  • Core assets

    • Variable length Chain, Fixed length rope

    • Pull Lever, Push Button, Light Bulb, Hanging Lamp

    • 5 Types of hanging platforms

    • 4 types of forcefields (directional, radial, damping, antigravity)

    • Blowing Fan

    • Hinged Door

    • Rope Bridge

  • Other assets

    • Physics surfaces (bounce, friction), Helium Balloon, Soap Bubble

    • Launch Pad, Spring Pad, Spring Board, Seesaw

    • Simple cart, Battering Ram, Crankshaft (Flywheel), Simple Propeller, Punching Bag

⚠️ Important Notes

  • This toolkit needs State Tree UE5 plugin (see technical details).

  • This toolkit is focused on the physics simulation. The meshes, materials and effects are not the main focus of the pack, they are only provided in order to showcase the physics assets.

  • Physics simulation is usually unpredictable. While assets are designed to be reliable in most scenarios, some specific cases may require custom adjustments on your end.

  • Blueprints implementation only (no C++)

  • Not tested in VR.

  • Not tested in multiplayer.

🐞Known issues

  • The grapple hook visual representation is not correctly updated when latching onto a geometry collection. But the grapple does in fact work. There's currently no way to get the location of a part of a geometry collection in Blueprints.

  • In a physics field, physics constraints break if one of the attached components goes to sleep. It seems to be an engine bug. The workaround used is a Physical Material which doesn't sleep, applied on the components affected by the field.

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