Introduction
1 Overview
This project provides a universal shooting game framework and template (blueprint-only). The framework can be directly migrated to a new project and the template game project is developed based on this framework. Notice that most of the modules or systems inside the framework are designed to be highly independent and can be migrated alone.
Preview:
Demo Package:
More Permissions (Discord, Details and API Document):
2 Features
This project provides a universal shooting game framework and template (blueprint-only). The framework can be directly migrated to a new project and the template game project is developed based on this framework. Notice that most of the modules or systems inside the framework are designed to be highly independent and can be migrated alone.
The structure of the project is as follows. [IM] indcates the content can be migrated directly to any project as an independent module or system.
--USGT
--Framework : Universal shooting game framework.
--AI : Compact AI framework [IM]
--Character : Basic character content, including camera, input, state control, weapon, emote and so on.
--Customizer : Actor or character customization system. [IM]
--EventSystem : Global event management.
--GameMode: Basic game mode and game instance definition.
--Items : Inventory or item system, including item and pick up management. [IM]
--Lobby : Lobby session managment. [IM]
--Optimation: Performance improvement, which is still in progress.
--UI : Basic UI framework and utilities. [IM]
--Framework: Basic UI framework. [IM]
--ActorHeadView: Screen head viewer which can easily add a head ui (e.g. health bar) for any actor by adding a proxy component.[IM]
--LoopScrollBox: Common scroll box that support an infinite content list.[IM]
--MiniMap: MiniMap viewer which can add a mark for any actor by adding a proxy component.[IM]
--ReuseScrollBox: Compact reuse scroll box.[IM]
--Util : Global function library.
--Weapon : Weapon system framework, including trajectory, crosshair, bullet, effect. [IM]
--Game : Shooting game tempalte based on the above framework.
--Arts: Arts resouces.
--Audio: Audio resources.
--CoreModules: Core modules which are shared by different gameplay types.
--AI
--Character
--GameInstance
--GameMode
--HUD
--Items
--Tools
--UI
--Util
--Weapon
--Gameplay : Specific gameplay types content.
--Lobby: Lobby content.
Features[Framework]:
- Support to use this framework and template for standalone or network version.
- Support to customize character states and mutex control.
- Support to customize modular character.
- Support to customize different shooting weapon types.
- Support to customize trajectory of different shooting weapons.
- Support to customize crosshair for different shooting weapons
- Support to customize damage types for different shooting weapons.
- Support to customize different melee weapon types.
- Support to customize item and pick up types.
- Support to customize item logic including use, discard, disuse.
- Support to customize AI behavior based on the framework.
- Support to customize minimap and minimap item.
- Support to customize head view items.
- Support to migrate framework and part of modules directly.
Features[Game]:
- Supported character states: Idle, Walk, Crouch, Jump, Sprint, ADS, Fire, Reload, HoldWeapon, UseItem
- Supported weapons: Pistol, Rifle, Melee Stick.
- Supported items: Bullets, TreasureBox, Emote, Glasses, Hair, Jacket, Jeans, Mustache, TShirt.
- Supported UI features: MiniMap(Fold and UnFold), Head view(health bar, pickup indicator), Inventory panel, Pickup List, CrossHair, Weapon preview, TipsView.
- Supported lobby features: map selection, session(create, search and join).
- Example maps: TestAI, TestClothing, TestItem, TestShooting, TestState, TestUIFeature.
More Features:
3 Difference From Lyra
-
100% blueprint-only shooting game framework and template.
-
More features and easy to migrate.
-
Without GameplayAbilitySystem(GAS).
- Lyra Project is developed based GAS. Anyway, GAS is hard to understand for an UE4/UE5 beginer as there’s a lot of new concepts (Unreal Engine 5 - The truth of the Gameplay Ability System). We don’t use GAS in our template, but use a simpler way to complete different systems by pure blueprint. It helps you to learn UE4/UE5 development easily. Notice you can use GAS after you use Unreal Engine in a time.
4 Support
In the event you are unable to find the information you seek, feel free to contact easycomplex.tech@gmail.com.