Unreal Engine虚幻游戏引擎素材资源 Unreal Engine Marketplace –TopDown Toolkit自顶向下工具包
自顶向下工具箱包含以下功能:
-可配置上下摄像头
-具备基本技能的玩家控制器
-玩家通过点击移动导航
-鼠标左键或右键点击激活技能
-可配置敌人(近战/远程/巡逻等)
-敌方行为的行为树
-鼠标外突出显示敌人
-动画蓝图示例
-近战,火箭和冰柱(可以冻结玩家)样本技能
-巡逻敌人的航路点系统
-敌人可以配置为使用PawnSensingComponent,它可以
视锥和听觉
-示例隐形模式(通过蹲伏)不被敌人听到
-演示所有功能的示例级别
如需支持,请发送邮件至办公室邮箱:oof.net
技术细节
为所有平台设计
相机通过PlayerCameraManager完成,具有以下功能:
-放大和缩小
-平滑缩放是/否
-平滑缩放因子
-通过鼠标中键在所有方向上旋转
(俯仰/偏航)
-将旋转夹紧到最小值和最大值(俯仰和偏航)
-相机旋转的快照到。原始设置是/否
-回显平滑因子
-可以设置一个与当前目标不同的目标
外部玩家(即玩家控制器、关卡蓝图等)
-可配置摄像头延迟
包含以下功能的示例PlayerController:
-单击以移动
-鼠标上方突出显示敌人(通过rendeructomdepth)
-在墙后或任何阻挡视线的地方突出显示玩家
-基于虚拟平面的目标点击坐标检测
玩家的高度(而不是跟踪第一次命中,所以点击进入
“无”也支持)
使用具有以下设置的行为树的基本EnemyController:
-愤怒
-伊斯梅尔
-梅里兰格
-被更改
-牧场
-骑兵
-应该追球员
-舒尔巴托
-航路点组
-WaitTime在Waypoints之间
航路点基本上是实现的,人工智能有一组航路点
分配将一个接一个地使用中间的navmesh
(用于巡逻)。

The TopDown Toolkit contains the following functionality:

– Configurable TopDownCamera

– Playercontroller with basic skills

– Player navigation through click-to-move

– Skill activation through left or right mouse click

– Configurable enemies (melee/ranged/patrolling/etc)

– Behavior Tree for enemy behavior

– OnMouseOver highlighting of enemies

– Sample AnimationBlueprint(s)

– Melee, Firebolt and Icebolt (can freeze player) sample skills

– Waypoint system for patrolling enemies

– Enemy can be configured to use PawnSensingComponent, which enables

sight cone and hearing the player

– sample stealth mode (through crouching) to not be heard by enemies

– Sample level which demonstrates all features

For support, please send a mail to office@indygoof.net

技术细节
Designed for all platforms

Camera is done through PlayerCameraManager with the following features:
– Zooming in and out
– smooth zooming yes/no
– smooth zoom factor
– rotation through i.e. middle mouse button in all directions
(pitch/yaw)
– clamping of rotation to min and max values (pitch and yaw)
– snapback of camera rotation to. original settings yes/no
– snapback smoothing factor
– possibility to set a different target to view than the current
player from outside (i.e. playercontroller, level blueprint, etc)
– configurable camera lag

Sample PlayerController containing the following features:
– click to move
– highlighting of enemies on mouseover (through rendercustomdepth)
– highlighting of player if behind a wall or anything that blocks sight
– target click coordinate detection based on a virtual plane on
height of the player (instead of tracing the first hit, so a click into
“nothing” is also supported)

Basic EnemyController utilizing a behaviourtree with the following settings:
– aggroRange
– isMelee
– meleeRange
– isRanged
– rangedRange
– rangedSkill
– shouldChasePlayer
– shouldPatrol
– waypointgroup
– waittimebetweenwaypoints

Waypoints are basically implemented, AI that has a group of waypoints
assigned will go to one after another utilizing the navmesh inbetween
(useful for patrolling).
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