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Multimedia 1 dla listy Reflex

Opis

🎥 Trailer | 🎮 Demo | 💬 Discord Community

🎯 Bring visceral, physical reality to your combat system without sacrificing design control

Reflex is a Native C++ Plugin designed to bridge the gap between deterministic animation and dynamic physics. It allows you to create "Hybrid" reactions where enemies stumble, flinch, and ragdoll based on the exact force of the impact.


Built for Customization via Reflex Profile: While Reflex comes ready to use out-of-the-box, every aspect of the pipeline is designed to be fully configurable through the Reflex Profile system. You have total control over the Logic, Physics Solvers, and Feedback Loop, allowing you to tailor the "feel" of every impact.

🛠️ Fully Customizable Core Modules

  1. Granular Rule System Define exactly when and how a reaction triggers using the modular Rule System. Stack customizable conditions without hard coding:

    • Damage Thresholds: Trigger specific reactions based on severity (e.g., "Trigger heavy impact only if Damage > 50").

    • Probability Layers: Add unpredictability (e.g., "30% chance to trigger a stumble").

    • Gameplay Tags Integration: Deep integration with UE native tags (e.g., Require "State.Stunned").

    • Bone Filtering: Apply different logic based on hit location (Head vs. Spine vs. Limbs).

  2. Tunable Physics Engine Reflex includes a robust standard physics implementation that seamlessly blends:

    • Physical Reactions: Per-bone impulse application.

    • Active Ragdolls: Smooth transitions from animation to full physics simulation.

  3. Modular Visual & Audio Feedback Manage the entire sensory feedback loop through a single Data Asset:

    • Niagara / Cascade: Play visual effects at the impact position.

    • Sound: Play audio at impact location.

    • Impact Decals: Automatic placement at the hit point.

    • Victim Camera Shake: Triggers local shakes for the player receiving damage—essential for visceral multiplayer feedback.

🔥 Key Features

  • Native C++ Architecture: Zero tick overhead when idle. Optimized for high-density scenarios like hordes.

  • Server-Authoritative: Reactions calculated on the server and replicated via efficient RPCs.

  • Smart Animation Support: Choose whether to automatically detect and play the direction of the impact (front/back/left/right) or use the selection table for more complex logic.

  • 100% extensible via Blueprints: Create custom impact conditions and advanced physical behaviors (Custom Physics Profiles) directly within the Blueprint editor, without touching C++ code.

  • Integrated 3D visual debugger: built-in in-game debugging tools to instantly visualize impact points, impulse force vectors, and activation rules within the game world.

  • Production Ready: Designed for scalability in AA/AAA projects.

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