UE5 Asset Horror Mechanics

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V5.0-5.2
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Trailer / Trailer:

Технические детали / Technical Details:
Features:
* Furniture with interactive drawers / doors
* Physics based/animated interactive doors
* Examinable objects: examinable environment objects and inventory items, with interactive spots
* Documents: Books and Notes with textures shared between 3D actors in-level and on screen (2D)
* Inventory System: Manages all collected items, documents, wieldable items (flashlights, weapons)
* Interactive lights: desk lamps, ceiling lights, light switches
* Keys: Examinable keys and VirtualKeys (not listed in inventory list) for unlocking doors or furniture drawers / doors
* Wieldable items: equip-able items like flashlights and weapons, uses a simple character interface for playing animations in both first person arms and body
* Puzzles: actor class for interactive actors, with implementable events for combining inventory items into puzzles
* Objectives: basic objective system for adding, activating, and triggering in-level event dispatchers
* Actor for triggering events when player is looking / not looking at certain directions
* Basic physics manipulation
* Basic UI inventory system: dragging, reordering, combining and discarding inventory items | viewing collected documents
* Basic Checkpoint / SaveGame system for all actor classes
* Player character with first person arms and separated first person body (this means that you need to be able to edit your character mesh in a DCC software like Blender, or use a simplified (but functional) different version from the screenshots/videos)

Number of Blueprints: 40+
Input: Keyboard/Mouse, Gamepad
Network Replicated: No
Supported Development Platforms: Windows
Supported Target Build Platforms: Windows

[1.4.2] - 2022-03-21

Changed
- Fixed DoorAbstractClass not returning the object reference in GetCheckpointData()
- Fixed character mesh showing in puzzles, re-enabled character mesh visibility for everything else
- Fixed PlaySlotAnimation error for UE5
- Fixed simplified character not bluring screen
- Fixed "Resume game" from main menu being invisible
Added
- Added simple AI, able of opening doors and dealing damage to player > Extra/Bonus feature, no support
- Added more event dispatchers for furniture

[1.4.3] - 2022-04-28
Changed
- Fixed line trace for interactive objects hitting player mesh (not displaying interactive text)
- Slightly better looking pistol and first person arms
- Fixed 2D map blocking mouse input for the 2D map icons
Added
- Custom widgets now can be injected in UI_PuzzleScreen (AddChildWidget event)


[1.5.0] - 2022-09-11
Changed
- Fixed door stuck for a second after automatically closed
- Make replace item screen be able to combine items
- Added health to checkpoint
- Enabled localization by StringTable for all assets
- Added spanish translation (you need to copy /SourceFiles/Localizattion to /Content)
- Smoother transitions from DizzyScreen
- Returned inventory item class in FindAllItemsOfClass is now an inventory item instead of Object
- Replace item screen: you can now combine items
- Fixed wielding weapon while in gameplay menu, was enabling its own input while still in UI mode
- "Simple menu" navigation input should now skip disabled buttons
- Fixed wrong icon in gamepad stick
- Use IK for arms down pose
Added
- Global Save (saving variables outside of checkpoints)
- Find inventory item by name (FindItemByName)

Asset ver. 1.5

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ver 1.5 for UE 5.2

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Добавил ассет для UE 5.2 (ничего нового, только фиксы для 5.2):
- Исправлен баг с меню на 5.2 (после нескольких вызовов меню оно пропадало).
- Исправлен баг с пазлом цепи на 5.2 (скелет цепи).
 
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Update v1.5.1
- Fixed dialog screen not reseting the current index
- HUD objectives only fade in and fade out when HUD is active
- HUD feed code similar to objectives, start updating when visible
- Fixed "can be discarded" button in replace item screen
- Enabled gamepad key binding
- Fixed dynamic spawned inventory item not showing static/skeletal meshes
- Interactive Icon ignore child actor collisions
- Make ExaminableItemDistance exposed to the details panel
- Fixed in game menu dissapearing after many presses
- Center door using mesh bounds, Added code for stopping door animation if hit player
- Fixed checkpoint data not connected in objectives
- Documents: Separated Collected and Read event dispatchers
- Abstract examinable object use spot light instead of directional light

###Added
- Added GameEvent event dispatcher
- Added reserved slots for wieldables (BP_Inventory, set ReservedSlotsForWieldables = 4, _ItemData->CanUseReservedSlots = True)
 
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