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UTPF: Ultimate Travel & Portal Framework v1.1 ilanı için 1. medya

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UTPF: Ultimate Travel & Portal Framework is a flexible, replicated fast travel and portal system for Unreal Engine 5. It focuses on making travel feel cinematic and game ready while staying easy to set up for everyone.

Showcase and walkthrough video

With UTPF you can:

  • Build fast travel networks across one big World Partition map.

  • Connect multiple maps using server travel.

  • Drop fully replicated portals that handle group travel, countdowns and loading screens.

  • Charge travel using credits, tickets and a Portal Juice battery system.

  • Spawn portals at runtime from Blueprint and let your gameplay decide where they appear.

UTPF is designed for multiplayer first. All core features are ready for dedicated servers and client testing out of the box.

Key FeaturesTravel and Portals

  • Fast travel between World Partition locations inside one map.

  • Cross level travel using server travel for map to map transitions.

  • Travel Points and Portal actors that you can place directly in your levels.

  • Same level travel for instant teleports or short hops inside a region.

  • Group travel support with a portal area: all players must be nearby, then a countdown fires and everyone moves together.

  • Configurable loading widget that appears for all players during cross level travel.

  • Optional cinematic portal camera options such as fade and tilt up, zoom into portal then fade, orbit around group then fade.

Runtime Portal Spawning

  • Blueprint node to spawn travel portals at runtime.

  • Fully replicated spawn so all players see the same portal.

  • Per portal settings for destination node, cost, lifetime and usage rules.

  • Simple nodes such as Spawn Travel Portal and Destroy Travel Portal so designers do not need to touch C++.

Wallet System

  • Built in wallet per player for:

    • Credits

    • Travel tickets

    • Portal Juice

  • Simple Blueprint nodes:

    • Add Credits, Add Ticket, Remove Ticket

    • Get Wallet Values for UI

  • Credits and tickets can be used by any gameplay logic, not only travel. The wallet is generic enough to drive shop systems or unlocks.

Portal Juice System

  • Portal Juice is a stamina like battery for travel.

  • Each travel can consume a configurable Portal Juice cost.

  • If a player does not have enough Juice the travel fails with a clear error.

Travel Network Tools

  • Travel Network Viewer that reads all configured travel nodes and portals and shows how they connect.

  • Useful for debugging complex travel networks and for level designers who want to see the structure at a glance.

  • Clearly labeled nodes and connections so you can reason about your network without digging through data assets or graphs.

Group and Party Travel

  • Portal area that checks how many players are inside.

  • When the first player activates a portal, the widget can show a message that more players must stand inside the portal area. Once the required players are present, a countdown is shown.

  • After the countdown, the loading widget appears and server travel is triggered for the group.

  • All timers and messages are configurable through Blueprint exposed settings.

UI Integration

UTPF does not force a specific UI, but it includes:

  • Example widgets for portal interaction, countdown and loading.

  • Example wallet HUD showing credits, tickets and Portal Juice as a progress bar.

  • Clean Blueprint events you can hook into to drive your own custom UIs.

Multiplayer and Replication

  • Designed for multiplayer from the start.

  • All core systems are server authoritative.

  • Portals spawn and replicate correctly to all clients.

  • Travel uses server travel for cross level moves.

  • Wallet and Portal Juice values are replicated so UI on each client can show live values.

  • Group travel logic runs on the server and informs all clients through widgets and events.

For more advanced setups, such as multi server or shard based games, UTPF exposes hooks so you can override travel behavior and call your own transfer logic when a travel request is made.

Use Cases

UTPF works well for:

  • Open world survival or RPG projects that need fast travel between hubs and points of interest.

  • Co op and small scale multiplayer games that want cinematic portal travel.

  • Mission based games that jump between maps but want a unified travel system.

  • Any project that wants a ready made wallet and travel cost system instead of reinventing it.

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