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V5.0 - V5.2
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Trailer / Trailer:
Please note: this plugin was built into GBWPowerfulHit. If you have PH, you will no longer have to buy this product.
(Note: The GBWPowerfulHit plugin is a complete solution for the combat system and has many built-in features to improve combat efficiency. The FlowMove plugin is also one of the features built into PowerfulHit to improve combat efficiency.)
The FlowMove system is different from all other motion systems on the market.
It focuses on the coolest and most expressive methods of Movement.
Launch the FlowMove system and run in almost any scene!
Be sure that FlowMove will allow your character to automatically overcome all obstacles!
Dodging, sprinting, climbing, sliding shovel, pedal wall, sliding, quality movement to the target... And any of the coolest moves imaginable!
Check out the trailer right now and I'm sure once you see it, you'll be looking forward to integrating it into your game!
Completely implemented using C++, it can be used in both C++ and blueprints!
FlowMove does not use animation drawings at all,
so when you integrate FlowMove into your own project,
you don't need to make any changes to your own animation system,
just add FlowMove components to your character, specify data assets, and things can start working!
FlowMove is not only a complete suite of Motion solutions, but also a carefully designed Motion framework.
This means that you can fully customize your own unique Motion system within FlowMove if you wish.
And almost completely eliminates the need to consider complex issues of network replication, focusing only on creating game logic.
(By inheriting the base class provided by FlowMove, you can fully customize the Perceptron, motion control, script execution logic, and more. All of these custom FlowMove extensions can be implemented in either C++ or Blueprint.)
This is absolutely revolutionary.
Since most movement systems on the market pre-set a character's movement status, all you can do is simply replace some resources in those limited states.
What's more, almost all of these motion systems are based on animation blueprints, so you'll have to modify your own animation system when using them. It's really too much trouble!
Important/Additional Notes:
The purpose of the FlowMove system is not to replace traditional basic motion systems (such as ALS, Lyra's motion system and FLS). It's more like a special movement system, just like the movement methods that typical heroes in games have (think of martial artists in Chinese martial arts movies or Chinese immortals). It is not recommended to build all the movement systems of the main characters in your game on top of the FlowMove system. The best way to use FlowMove is to combine it with a basic movement system to give your character the ability to move in any dimension, as I did in my game (I use FlowMove with FLS).
This product does not include the display of characters and scenery.
(Note: The GBWPowerfulHit plugin is a complete solution for the combat system and has many built-in features to improve combat efficiency. The FlowMove plugin is also one of the features built into PowerfulHit to improve combat efficiency.)
The FlowMove system is different from all other motion systems on the market.
It focuses on the coolest and most expressive methods of Movement.
Launch the FlowMove system and run in almost any scene!
Be sure that FlowMove will allow your character to automatically overcome all obstacles!
Dodging, sprinting, climbing, sliding shovel, pedal wall, sliding, quality movement to the target... And any of the coolest moves imaginable!
Check out the trailer right now and I'm sure once you see it, you'll be looking forward to integrating it into your game!
Completely implemented using C++, it can be used in both C++ and blueprints!
FlowMove does not use animation drawings at all,
so when you integrate FlowMove into your own project,
you don't need to make any changes to your own animation system,
just add FlowMove components to your character, specify data assets, and things can start working!
FlowMove is not only a complete suite of Motion solutions, but also a carefully designed Motion framework.
This means that you can fully customize your own unique Motion system within FlowMove if you wish.
And almost completely eliminates the need to consider complex issues of network replication, focusing only on creating game logic.
(By inheriting the base class provided by FlowMove, you can fully customize the Perceptron, motion control, script execution logic, and more. All of these custom FlowMove extensions can be implemented in either C++ or Blueprint.)
This is absolutely revolutionary.
Since most movement systems on the market pre-set a character's movement status, all you can do is simply replace some resources in those limited states.
What's more, almost all of these motion systems are based on animation blueprints, so you'll have to modify your own animation system when using them. It's really too much trouble!
Important/Additional Notes:
The purpose of the FlowMove system is not to replace traditional basic motion systems (such as ALS, Lyra's motion system and FLS). It's more like a special movement system, just like the movement methods that typical heroes in games have (think of martial artists in Chinese martial arts movies or Chinese immortals). It is not recommended to build all the movement systems of the main characters in your game on top of the FlowMove system. The best way to use FlowMove is to combine it with a basic movement system to give your character the ability to move in any dimension, as I did in my game (I use FlowMove with FLS).
This product does not include the display of characters and scenery.
Features:
- The coolest Movement system, Multiplayer Ready!
- Adopt customized RMS system for motion control and high-performance network replication
- Fully implemented using C++, which can be used in both C++and blueprints
- It has nothing to do with animation blueprints, and has absolutely no damage to your own animation system
- Starting with DemoProject, use the fastest speed to instantly equip your own character with the ability to FlowMove!
- A well-designed framework that can extend FlowMove in C++ or blueprints based on your own needs
- Timely and effective online technical support. If you follow my Discord channel, you will find that if you encounter problems, you can always find me there
Code Modules: (Please include a full list of each Plugin module and their module type (Runtime, Editor etc.))
- GBWFlowMove (Runtime)
- GBWRMS (Runtime)
Number of Blueprints: 0
Number of C++ Classes: 22
Network Replicated: (Of course Yes. All GBWGame products support network replication)
Supported Development Platforms: (WIn64)
Supported Target Build Platforms: (WIn64)
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unofficial bug fix by SHK9000
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GBWFlowMove project UE 5.2 + Fix
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