콘텐츠로 건너뛰기
BulletForge - Ballistics Simulation Plugin 제품 등록을 위한 미디어 1개

설명

Documentation

Discord

Example Project

Video Tutorials

Bring realistic projectile physics and material interactions into your game with a simple plugin. BulletForge delivers a comprehensive, energy based system for bullets and projectiles that is game ready out of the box. It provides simple configuration values and functions that you can cater to your game needs.

This plugin depends on the built in Niagara plugin

Features

  • Physically based ballistics with kinetic energy tracking, drag, and real time velocity updates

  • Configurable penetration, ricochet, and material interaction mechanics

  • Dynamic tracer, hit, penetration, flyby, and ricochet effect system

  • Reactive events for hits, penetrations, ricochets, and flybys

  • Deterministic multiplayer prediction with server authority and client side effects

  • Per weapon prediction modes (None, Partial, Full) for flexible network tuning

  • Lag compensation rewind with a dedicated rewind component and auto registration

  • Trace checkpoints and correction thresholds to reconcile prediction drift

  • Tracer batching and fire request batching to reduce RPC traffic in full auto

  • Impact time of flight scheduling, impact audio delay, and flyby timing helpers

  • Performance stats, CSV profiling, and optional in game perf widget

  • Plug and play system utilizing components and interfaces to make your life easy!

Automatic Networking
Networking is made easy in BulletForge. It provides only the functions you need and automatically calls them on the server or clients. Just override the functions, implement the interface, and fire your bullet.

Global Settings
Global settings allow you to influence every shot and configure it for your materials

Ballistics Settings
Each bullet is defined by a data asset and implements several parameters to modify ricochets and penetrations uniquely. Bullets can be a single shot or multiple shots to simulate anything from pistols to shotguns.

Weapon Component
The main component of the BulletForge system that allows you to both fire bullets and create the effects for the weapon. It also creates impact effects for every hit with an overridable function. It supports prediction modes, fire interval tuning, and batching for automatic weapons.

Rewind Component
Attach the rewind component to actors that should be considered for lag compensation. It registers rewind targets automatically (capsules, skeletal meshes, static meshes) and provides server side validation for predicted hits.

Reactive Component
The reactive component provides the hit, penetration, flyby, and ricochet events to any actor. These events get called by BulletForge using RPCs automatically.

BulletForge Interface
This interface provides the basic functions required as well as optional functions to customize an actors penetration and ricochet mechanics. Utilize them to implement armor on an actor or force the actor to always ricochet bullets.

포함된 포맷