
Beschreibung
🎮 EASY MONSTER SPAWNER - Professional Enemy Spawning System
Create dynamic combat encounters with zero Blueprint code! Easy Monster Spawner is a production-ready C++ plugin that makes spawning enemies as simple as drag-and-drop.
Perfect for indie developers and AAA studios alike — save hours of development time with this powerful, easy-to-use spawning solution.
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VERSION 3.0.0
POOLING, STANDALONE, MULTI-CLASS & MULTIPLAYER UPDATE
Easy Monster Spawner 3.0 is the biggest update yet — object pooling, standalone mode (no TriggerBox needed), multi-class weighted waves, multiplayer replication, and atmospheric spawn conditions.
🆕 NEW IN V3.0
🔓 STANDALONE MODE
• 4 Activation Modes — TriggerBox, Manual, Timer-Based, BeginPlay
• No TriggerBox Required — attach to any actor in your level
• Auto-Spawn Timer — repeating spawns on configurable interval
🐉 MULTI-CLASS WAVES
• Weighted Random Selection — mix enemy types per wave
• Per-Entry Tags — unique tags for each monster class
• Works in both Wave System and Classic mode
♻️ OBJECT POOLING
• Pre-Allocate Actors — hidden pool created at BeginPlay
• Auto-Expand — dynamically grow pool up to max size
• ReturnToPool() — recycle actors instead of Destroy
🌐 MULTIPLAYER REPLICATION
• Server-Authoritative — spawning runs on server via RPC
• Replicated State — wave index, trigger state, spawn progress synced
• One Checkbox — enable/disable per instance
👁️ SPAWN CONDITIONS
• Line of Sight — only spawn at visible locations
• "Not Looking" Mode — spawn when player faces away (horror!)
• Distance Checks — min/max distance from player
🔊 METASOUND & ATTENUATION
• USoundBase Support — SoundCue, MetaSound, SoundWave
• 3D Sound Attenuation — dedicated attenuation asset slot
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✨ ALL FEATURES
🎯 9 SPAWN PATTERNS
• Circle, Grid, Random, Custom Spawn Points
• Line, Arc, V-Shape, Spiral, RTS Formation
⚔️ 8 RTS FORMATIONS
• Wedge, Line, Column, Square, Staggered, Phalanx, Circle, Scatter
• Per-wave formations with facing control and organic variation
🌊 MULTI-WAVE SYSTEM
• Unlimited wave configurations with per-wave settings
• Progressive difficulty scaling with wave looping
• Kill requirements for wave progression (configurable %)
• Timeout system with auto-proceed option
✨ SPAWN EFFECTS
• Pre/Post-spawn Niagara VFX (portals, rifts, dust, glow)
• Pre/Post-spawn audio (SoundCue, MetaSound, SoundWave)
• 3D Sound Attenuation for spatial audio
• Configurable effect delay and scale
• Per-wave custom effects, attach effects to monsters
🧠 SMART SPAWN SYSTEM
• Ground trace for terrain adaptation
• NavMesh validation for AI navigation
• Overlap avoidance between spawned actors
• Ground alignment for slopes
⏱️ TIMING & CONTROL
• Configurable spawn delays between monsters
• Trigger deactivation timing
• One-time or repeatable triggers
• 4 activation modes (TriggerBox, Manual, Timer, BeginPlay)
⚙️ ZERO CODE REQUIRED
• Full Blueprint configuration — no C++ knowledge needed
• Visual setup in Details panel
• Live preview in editor viewport
• Drag-and-drop simplicity
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🎯 PERFECT FOR
• Combat arenas and boss encounters
• RTS-style tactical battles
• Horror ambush scenarios
• Wave-based defense and horde modes
• Survival and roguelike spawning
• Cinematic enemy introductions
• Multiplayer co-op encounters
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🚀 EASY SETUP
1. Enable plugin in Plugin Manager
2. Place TriggerBox in level (or use Standalone mode!)
3. Add Monster Spawner component
4. Select Monster Class and configure
5. Done! Walk into trigger to spawn
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🔌 BLUEPRINT API
Functions:
• TriggerSpawn(), ResetSpawner(), SkipToNextWave()
• HasBeenTriggered(), GetAliveMonsterCount(), GetSpawnedMonsters()
• GetCurrentWaveKillPercentage(), IsCurrentWaveCleared()
• ForceClearWave(), GetSpawnCenter()
• ReturnToPool(), DestroyPool(), GetPoolAvailableCount()
Events:
• OnWaveStarted, OnWaveCompleted, OnAllWavesCompleted
• OnWaveCleared, OnMonsterSpawned, OnMonsterDied
• OnMonsterReturnedToPool, OnSpawnFailed
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💡 USAGE EXAMPLES
HORROR AMBUSH — Enemies spawn behind player when not looking
→ Spawn Conditions: NotLooking + MinDistance 500
TACTICAL ASSAULT — Wedge formation with portal VFX
→ Formation: Wedge, Pre-Spawn VFX: Portal, Count: 7
ARENA BOSS — Circle pattern with dramatic effects
→ Pattern: Circle, Post-Spawn VFX: Smoke, Count: 12
WAVE DEFENSE — Kill 80% before next wave
→ Wave Clear: 80%, Timeout: 60s, Auto-proceed: On
HORDE MODE — Escalating difficulty with pooling
→ Loop Waves: On, Scale: 1.2x, Object Pooling: On
MULTIPLAYER CO-OP — Server-synced wave spawning
→ Replication: On, Wave System: On
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⚡ PERFORMANCE & QUALITY
• Event-driven architecture — minimal CPU usage
• Object pooling — reuse actors, zero GC spikes
• Weak pointer tracking — no memory leaks
• Async effect loading — no hitches
• Scales from 1 to 100+ spawns
• Production-tested, clean C++ code
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⚙️ TECHNICAL SPECS
• Language: C++ with full Blueprint exposure
• Engine: Unreal Engine 5.3 — 5.7
• Platforms: Win64
• Dependencies: Niagara (built-in)
• Network: Server-authoritative replication (optional)
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🎓 WHAT YOU GET
✅ Complete C++ source code (fully commented)
✅ 9 Spawn Patterns + 8 RTS Formations
✅ Multi-Wave, Multi-Class, Object Pooling, Multiplayer
✅ Niagara VFX + MetaSound/SoundCue audio integration
✅ HTML documentation + Quick Reference + README
✅ Full CHANGELOG (v1.0 → v3.0)
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📞 SUPPORT
• Documentation: adrenalinegames.pl
• Discord
• Fast response via Marketplace Q&A
• Regular updates and community-driven features
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Transform your game's combat encounters today with Easy Monster Spawner!
V3.0 — Pooling, Standalone, Multi-Class & Multiplayer Update

