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Smart Cover System Replicated ilanı için 1. medya

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!!!BEFORE YOU BUY THIS PROJECT!!!

This is a stand-alone example project for the Smart Cover System only, weapon aim offsets and some example weapons are included but not the actual shooter logic. If you want the whole third person cover shooter experience including dual wield capabilities, check out my other project ATPS which comes multiplayer ready and with SCS fully integrated.

Integrating with Lyra: A Step by Step Tutorial

Integrating with ALSv4: A Quick Guide

v1.1 update(Available soon):

Fixed a couple minor issues, mainly the control rig IK conflict, should take only a couple minutes for you to fix your current project, search for "v1.1" in "CR_FullBodyIK_UE4", "CR_Mannequin_BasicFootIK" and "BP_SCSComponent" for details.

Playable Demo (Google Drive/BaiduDisk)

Demo Video on YouTube

Support email: [email protected]

Join the support discord

Detailed integration instructions are included in the blueprints, Search "#" for the step by steps

Animations included non-combat cover moves and cover aim offsets for weapons including:

  • 2 handed
  • 2 handed compact
  • pistols
  • bows

Also support:

  • Main hand holding
  • Off hand holding
  • Dual wielding pistols and SMGs.

Further more you can:

  • Fire blindly from cover
  • Fire when Aiming down sight
  • Fire from the side edge of the cover
  • Or from the top of low cover

Other important features:

  • Auto height adjustment base on cover height
  • Move from cover to cover (this feature will be expanded in future updates)
  • Animations for both UE4 and UE5 standard skeletons are included.
  • Adjustable top and side exposure
  • Multiplayer ready

Level design friendly

This cover system reads objects in the level and identify those which are fit to use as cover.

No stress for level design, zero logic or physical material required on the cover object, as long as it has relatively smooth collision body and blocks the visibility channel, it can be used as cover. Unless you don't want it to be considered as cover, in that case, just give it a "NotCover" component tag, easy peasy.

Easy to integrate

Majority of the logic is kept in a actor component. only very little functions calls need to be setup in the character blueprint, these are done using blueprint interface. and decoupled from specific character class, so you won't need to take time to switch out reference and all that.

It's also easy to link animations blueprint to your current character, example Anim BP included with detailed instructions for setting things up

Utilities included

Your shooter system may not have the ability to switch hand when holding a weapon, which is required by SCS, but don't worry, animation and function examples are included to handle weapon transition for all weapon types, from and back.

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