UnrealEngine5:ProceduralWeapon/LootSystem(INPROGRESS)
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Descripción
I have been working on a procedural weapon & loot system in Unreal Engine 5 that uses advanced blueprint code, custom placeholder meshes created in Blender and UMG. The configuration uses data tables to store unique properties of the procedural weapons, enumerations for "PerkType" and "WeaponClass", a singular Blueprint Interface, and a bunch of Structs to store various weapon information that feeds back into the data tables. The system randomly adds a unique Weapon Type, class, perk(s), names, damage type(s), materials etc. The name is split up into 3 segments "Prefix,Name,Suffix". Each segment is also randomised however; there is another set of code in place which only assigns relevant prefixes and suffixes depending on the damage type that the system has selected for the weapon. For example, if the weapon has a "Water" and "Fire" damage type, then the prefix and suffix will reference these elements (You can see this in the video). Legendary grade weapons (Orange names) do not generate prefixes and suffixes and instead contain just the name, for example "Artemis". As I have been developing this system, I have also considered creating a version of the project created in C++ which I believe will be more optimised and nicer to look at from within the engine. I also have 2 Blender files which I use as templates for the weapons (A sword template and a gun template). The templates are used to quickly create new weapon parts for the procedural weapons that can be easily slotted into the correct positions in the Unreal Engine when they are imported. The Blender world position of the weapon parts translate nicely into the Unreal Engine's world position.
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