This pack delivers a lot of scanning effects in the form of laser rays, planes and grids, x-rays, full screen post processing waves and enhanced perception modes such as night, thermal and electro vision. Everything is highly customizable and each material comes with a variety of options and presets. If the provided materials are not enough: They themselves are constructed in a modular way using material functions. These functions can be used to easily create custom materials, making the pack as flexible as can be. Each blueprint, material and function is documented directly using comment nodes and description properties.
Flexible Movement System
The movement system of the kit includes everything a good adventure
needs: Ledges, Ladders, Walls, Ceilings, Tight Spaces, Balancing Beams
and Ziplines! All these movement zones can be configured to work with
different types of characters and the underlying base classes allow for
an easy implementation of custom behaviors.
Item and Inventory System
Augment your character with an inventory that can hold items, weapons
and equip them on the character. You can also use key items to open
locks or combine them to craft something different!
Over 70 Animations Lots of movements, interactions and poses to bring your vision to life!
The kit’s item system includes weapon functionality and has
implementations for Pistol, Machine Gun, Minigun, Bow, Sword, Boomerang,
Overheating Gun and Grappling Hook.
Game Templates The
example content comes with seven templates that you can use to create
your own projects from! The templates include starter levels for a
variety of games such as Zelda, Darksiders, Outlast, Mirror’s Edge,
Splinter Cell and Point and Click Adventures!
Powerful Character Actions
The action system allows characters to perform a variety of tasks. They
can synch up animations of several characters, handle item equipment,
interactions and combo attacks!
Wall Walking Create
characters that move on the ceiling or around planetoids! Set a gravity
direction and the character will orient itself accordingly.
Material Based Footsteps Utilize UE4’s physical surface system to customize how character footsteps sound.
Full Source and GitHub access
When you buy the the kit you will get access to the GitHub repository
used to develop the kit. Get updates as soon as they are committed!
No C++ required*
The plugin is written in C++ but everything you need is exposed to
Blueprints, in fact all of the example content is created exclusively
* You will still need a compiler setup in case you use Linux or want to build for mobile.
** Since the kit is a plugin for UE4 it should run on all engine
supported platforms, however some post fx is not compatible with the
HTML5 renderer. iOS and Android should work as well, however it is not
tested nor have touch controls been implemented.
software is a plugin for the Unreal Engine 4. It does not work as a
stand alone and needs version 4.10 of the engine. Currently the
mechanics only work in single player. Network support is planned but
does not exist as of yet. The kit contains sample assets, some of which
were created by third parties. It uses starter content from Epic Games
as well as sound files. All included sounds are released under the
Public Domain license.
Convinced that your project will benefit from the Adventure Kit? Buy it here:
After a lot of questions about the Adventure Kit I decided to compile them into this FAQ:
When will you release? Even though I try my hardest to invest as much time as possible, it remains a spare time project and thus I cannot make hard deadlines.
Then why not release it now and update later? A: Currently the kit’s architecture is too unstable. I don’t feel comfortable with people starting to build their projects on it because the next update might break it. There are definitely components that I consider finished by now, but a lot of it is still in flux. Another huge reason is the lack of documentation. I do not want to write documentation, unless a feature is finished. At the time of writing the kit’s core code base has over 14 000 lines of code and a lot of sub-systems, blueprints, special data types and in-editor tools that have almost no explanation at all.
Will you implement mechanic / weapon XY? Probably not, but I am trying to keep the kit as extendable as possible. There are already a lot of mechanics in the kit which have to work together and I cannot fulfill each request, otherwise the kit would never get finished. At the time of writing, I am still working on some yet unannounced mechanics, so expect some news in the coming weeks, but after that it will be all bug fixing, refactoring and documentation. I might of course include new mechanics after the initial release, but I first want to see how the already included ones work out.
Hey I saw your kit and would like for you to join our team. Sorry, I simply can’t. I am already involved in several other projects besides my main occupation and I just haven’t figured out the whole time travel thing that would be required to make room.
Which platforms will the kit support? I am basing the code completely on UE4 so it should run on any system that the engine supports. There are no external dependencies.
How will you deploy the kit? It will be a code plugin, consisting of an editor and a runtime module.
I am not a programmer, do I need to know C++? While it always helps, there are plenty of hooks for blueprints, so you should be able to use all features without ever needing to open the C++ code. You can create new items, weapons, actions and functionality using only blueprints.
I see your wall walking working like this, but will it work like that? The character has some flags for automatically adjusting its orientation to a floor, but you can turn all of that off and simply set a gravitation direction vector, so it should work with any type of setup you intend to do (e.g. ring world, planetoid, or magnetic pads/boots).
Will you make a tutorial to explain mechanic XY? I will explain how to use the mechanics in the kit upon release, but until then I would rather concentrate on finishing the kit as soon as possible.
Tortuga is a board game by Vincent Everaert: http://vincent.everaert.perso.sfr.fr My
cousin got it for easter and we played it a lot. I created an online
version to learn Unity (made this a while back) and to keep playing.
tutorial series covers Spline Actors in the Unreal Development Kit.
After first giving an overview on how to use SplineActors in the Unreal
Editor I will show how to create Custom Spline Actors and a Mover Actor
that can traverse a spline curve. The later parts will cover
LoftSplineActors which can be used to deform Meshes and we will extend
our Mover to rotate accordingly to the orientation given by the
have been experimenting alot with reverb volumes but then I found out
how to handle sound groups. How it works: When shooting or walking two
sounds are played. One for what you can hear in an pressurized
environment and one for the vacuum sound. However they each have a
different sound class.
When de/pressurizing the player’s environment I simply use
“SetAudioGroupVolume” to slowly silence the one sound group while making
the other louder and vice versa. I use standard udk assets as well as
modified versions of these sounds: