
描述
this is "General Purpose" Cape Set for unreal engine 5 and newer versions. this asset targets to cover general usage purposes like medieval knights or modern super heros. for sake of this kind of adaptability to many type of characters, and usage cases, asset comes with many options to set and combine. Please see and carefully check the list of contents, features and also preview videos before buying this aset. Be sure that if this asset covers your needs.
this asset is updated to v2! please check the update notes below.
Contains:
4 Skeletal meshes-phys capes (+10 new cloth only SKM's added in update)
1 Advanced Material (See feature list and video below)
2 BP (new TPS bp and a Actor component bp added in update)
1 ABP
1 Control rig
Symbol pack to use in mat. (You can use own textures too)
Trim pack to use in mat.(You can use own textures too)
Cloth types to use in mat.(You can use own textures too)(+5 camo textures added in update)
added 2 pin-button static meshes.
worn and dirt features moved to new actor component for easy of use and migrate.
worn-dirt volume bp examples now avoids casting. uses interfaces.
Features:
Ragdoll cape mode
Physical anim cape mode
Cloth cape mode
Control rig. for shaping, fitting and slighty animate cape procedurally.
Trail cape fx
Morph targets for each cape SKM, to give creases or shaping
State effects: dirt and Worn. over time or by damage.
to see how this features works in solo and in mix with other settings please check Asset Preview video.
Material features:
All basic pbr settins. Base color, Roughness, Normal, Metallic, emission.
Many alternatives for base color. by fresnel, gradient, vertex and more.
Opacity for worn-tear effects. Used in BP too for over time or by damage worn-tear effect.
Symbol feature: Add any texture, symbol, logo to your cape. resize, rotate, move in mat. has own metallic, roughness, emission.
Trim feature: Add any trim texture mas to your capes borders. resize, rotate, move in mat. has own metallic, roughness, emission.
Dirt. Used in BP too, for over time or by damage Dirtness effect.
For all used textures also has uv resize, rotate, move options.
you can mix masks, invert them to get different results. for example different worn or dirt effects.
see Material preview for details
Update notes of v2:
- 10 new cloth based SKM.
- 2 pins/button meshes.
- 5 camo textures/Skins
- Dirt and wornnes features moved in a actor component for easy of use and integration.
- New BP for Cloth capes. this new bp uses 10 new SKM and only as cloths. its more simple and performant than orginal phys capes.(those phys capes has many bones for false cloth dynamics)
- dirt/worn volumes now uses interface and Not does cast
- Minor fixes
For questions you can use contact email or https://discord.gg/HnSJcFU3CF
Usage notes:
Morph targets will not work with cloth physics.
control rig shaping can be eliminated by ragdoll cape mode or phys anim.
for best results mix different modes and features. i will recommend: trail + cloth combination or phys anim + cloth. you can also make different combinations like control rig + trail + cloth. please see the asset preview video above.
Please read carefully before buy and see the preview video! be sure to its covers your needs as a cape!. Cloth dynamics always tricky on realtime-games. its may not satisfy you or your gamers, maybe it not fits to your character or your gameplay. so please check videos and be sure before buying it.
Also important: due to changes in engine versions, physics will work differently. please check physics settings, cloth settings in SKM and physical asset's constrains. all those settings will affect overall look and also maybe needs re-configurating to work properly in your engine version.
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note: asset comes with control rig enabled.
UE5.5 specific note:
Due to bug in 5.5, setting skeletal mesh through construction script not works.
you can set it manually/directly in bp or in scene. in bp, go to components outliner. select physCape (Skeletal mesh comp) and set its SKM manually.
for setting it in the scene, open your level, select bp actor. go to details panel, select physic cape skeletal mesh component and then set new cape mesh there.















