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Velesarc

All code is provided as is. As of now, I do not provide any support for it. Be advised that as of now code is tested and compiled agains ue5-main branch.

Planned more stable version is for 5.7 onward. Current plan is for 5.7 to create branch with features, and continue work on main. This means that new features are unlikely to be back ported for old versions. Plugins usually take some advantage of new engine features where possible to reduce amount of code.

Features

  • Items System - generic way of creaing data assets, with any set of properties to be configured inside editor. Items can be instanced and replicated.
  • Inventory - No direct implementation, but it is subset functionality of Items System.
  • Attachment System - a way to generically handle attachments when equiping items.
  • Quick Bar - a generic way to create sets of editable and activatable slots, which can be edited by player, by inserting items into it.
  • Replicated Commands - a way to encapsulate command to execute, and then send it from client to server or vice verse.
  • Extend Game Framework - Based on lyra preconfigured way of createding custom game modes made of components, ability system and way to extend pawn without overriding base class.
  • Targeting - integrated Targeting System from engine.
  • Recoil & Spread - implemented mechanics for customizable recoil and spread, which can be controlled by player.
  • ArcAI - My extensions to Mass and State Tree. For now mainly focused on being able to run Actors trough Mass State Tree. So you don't need to create two versions for the same object. Create one Mass Based State Tree and use it with either simple entity or actor representation.

Pull Request

List of pull requests which are required to compile plugins. List is ever changing as I refactor code to require less engine changes, or potentially PR are merged to engine.