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出品Elite Checkpoint Systemのメディア1
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説明

A professional race management and checkpoint system with dozens of options and features.

ECS gives you a complete race system foundation so you don't have to build; racing logic, checkpoint flow, racer state handling, timing structure, validation, and race progression from scratch. Hand placing checkpoints is also a thing of the past with the new course layout tool. Move quickly from course layout to testing race behavior. Reduce setup time and keep your focus on the parts of your project that make it unique: racer design, vehicle feel, AI behavior, environments, UI, rewards, and player experience.

Full explanation in documentation PDF. Plugin will be updated regularly.

Add ECS Manager → Add/Generate ECS Checkpoints → Configure ECS → Race

PURCHASE THE PROFESSIONAL VERSION OF THE PLUGIN AS THE PRICE IS THE SAME AS THE PERSONAL VERSION

Race Modes

  • Sprint/Drag

  • Circuit

  • Reversed Circuit - Runs an existing normal circuit in reverse checkpoint order. Good for relay races.

  • Physically Reversed Circuit - Reverses the actual spline and checkpoint orientation. ECS Course Layout Tool allows for track reversal.

  • Time Trial

  • Knockout/Elimination

  • Lap Attack

  • Checkpoint Collection A+B

  • Checkpoint Attack

  • King of the Hill


Calculation, Scoring & Progression

  1. Continuously calculates racer position using six progress-validation checks while the race is active between checkpoints.

  2. Validates checkpoint progression before advancing each racer’s state and tracks checkpoint-to-checkpoint progress for split-style race data.

  3. Scores results for Sprint/Drag, Circuit, Knockout/Elimination, Time Trial, Lap Attack, Checkpoint Attack, Checkpoint Collection, and King of the Hill.

  4. Includes an optional Time-to-Points node, allowing users to convert race time into points for custom scoring systems.

Usage ~ Refer to FAQ, PDF, DEMO or TUTORIAL

Features

  • (150+) Blueprint-exposed helper nodes with multiple event dispatchers, (16) Single Sided Animated Race Flags, (10) Race variants including; Sprint/Drag, Circuit, Reversed Circuit, Physical Reversed Circuit, Knockout/Elimination, Time Trial, Lap Attack, Checkpoint Attack, Checkpoint Collection A + B, King of the Hill, (10) Example Levels, (10) Sound Waves, (4) Checkpoint Gates, (3) Checkpoint shapes; Sphere, Box, Plane, (2) Checkpoint overlap detection methods; Touch/ Overlap, Stay Inside for Duration, (1) Flagpole, (1) Dummy Racer, (1) BP_ExampleRacer, (1) Spline Follower Component, (1) Race Detector Component, (1) Widget BP

  • Drag-and-drop race manager, checkpoints, and spline-based course layout tool

  • Races support; 1–500 laps, 100 checkpoints, 0-99 AI racers, 0-4 Human racers

  • Scoring nodes including optional Time-to-Points conversion, allowing users to convert elapsed time, lap time, penalty time, or final time into custom point values for arcade scoring, rankings, rewards, or progression systems

  • Race nodes for; begin, cancel, reset, pause, resume, toggle pause, rebuild racers, refresh checkpoints, and manually update scoreboards

  • UI nodes for; formatted race time, lap text, position text, penalty text, speed text, distance text, checkpoint text, race phase text, racer progress percent, and validation error checks

  • Overtake tracking supports repeated position trades using checkpoint-segment based validation

  • Race debug output includes; elapsed, penalty, final time, current lap, best lap, speed, avg/top speed, passes, laps led, and racer status

  • Checkpoints support; land, sea, sky, space, and underwater races
    "" can be used as respawn anchors
    "" index numbers always face user in editor
    "" entry scrutiny; require front-face entry / allow entry from all faces
    "" debug arrows that show; checkpoint orientation, front face entry point, invalid face entry
    "" arrows, volumes, and index numbers can all be hidden during packaging

  • GameInstance subsystem support for storing live race summaries by RaceID and retrieving the latest finished race summary

  • Test spline supports open or closed-loop layouts for sprint/drag and circuit-style testing

  • Pre-Race Racer Setup; Pre-placed, Spawn from Class, or Runtime Registration

  • Penalties, penalty names, penalty history per racer, shortcuts, respawning, medals, and a photo finish camera

  • Penalties for; "Skipped or Bad Checkpoint Entry", "Speed Violations", "Wrong Direction", "False Starts", and "Respawning"

  • Disqualifications for; skipped checkpoints, false starts, wrong-way driving, bad checkpoint entry, speed violations, and respawning

  • Speed trap support per checkpoint, including speed labels, speed limits, too-fast penalties, too-slow penalties, peak speed tracking, average speed tracking, current speed telemetry, and MPH/KPH display conversion

  • Persistent race results, live elapsed telemetry, placement tracking, overtake trackingsaved course records, saved best lap, saved best race time, human career stats, race summaries, and clear/reset save helpers

  • Lock all racer movement until race starts or rolling starts, including False Start detection, penalization and racer reset

  • Manual and automatic racer naming with randomization from a pre-generated list of names you can add or subtract to/from

  • Win conditions include; first to finish, best final time, total time, number of checkpoints hit, last man standing

  • RaceIDs for multiple races or open world scenarios

  • Race Countdown and Extra Race Delay

  • Custom collision channel to avoid conflicts

  • Human and AI racer options

  • Team; IDs, Names, Handicaps

  • Front-Face Dot-Threshold control

  • Configurable update intervals for runtime scoreboard/debug refresh

  • Native ECS timing, optional ICK timing, or custom user-driven timing

  • Instant Chrono Kit and SteamCorePro are optional and not required

  • SteamCorePro-friendly helper functions for availability checks, safe name generation, race-time conversion, and sanitized stat tokens

  • Editor helpers including automatic checkpoint labeling, checkpoint index text that faces the editor camera, next/previous checkpoint selection buttons, spline smoothing, generated checkpoint cleanup, and linked Race Manager refresh

  • Network sync groundwork helpers for custom replication workflows; ECS is not fully network replicated out of the box

  • Built-in validator checks common setup mistakes

  • Built entirely in C++ and Blueprint ready


Tutorial | Demo | Instant Chrono Kit

Note: In most cases the custom collision channel was not setup or the "raceID" was not set in the race manager and/or individual checkpoints. ECS has extra content; flags, static meshes, music, and sound effects. These files are not required. ECS itself is under 15MB.

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