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AMMPAC allows developer to manage mesh morphing and physics more easily and in a more advanced way. For example creating realistic car game is a breeze with AMMPAC!
What does AMMPAC do?
AMMPAC manages a skeletal mesh morphing,hitboxes,physical constraints and collisions
Any real application on what it can do?
Let's suppose you're creating a car game and you want the car to take damage by using a skeletal mesh's morph targets. AMMPAC lets you create an hitbox that ,once per hit, will calculate the new morphing value for the specified morph targets. It also allows you to attach those skeletal meshes to other components using UE4 Physical Constraints. Also once the morph target or the morph targets reach their maximum value, it will also allow you to break some specific constraints allowing you for example to make a damaged door half-open and dangling or it can simply detach from its root mesh.
How does it work?
Pratically, what this plugin do is, once you configured it properly, Attach (if specified) the skeletal meshes to their parent using physical constraints you specified, create hitboxes and whenever they get hit it will calculate the amount of damage based on the hit it received and apply new values to the morph targets. Once all the specified morph targets reach their maximum value a physical constraint can be broken or the plugin can also detach the entire mesh from its parent (like in a real car, if for example the left door gets hit badly it can fall to the ground).
Does it work for blueprint only projects?
Yes it does
Number of Blueprints: 0
Number of C++ Classes: 4
Network Replicated: Partially (Damage is broadcast to all clients, but when the meshes for example are on the ground, their position can't be replicated (yet). This is a common limitation)
Supported Development Platforms: Windows, Mac, Linux
Supported Target Build Platforms: Windows, Mac, Linux
Example Project: https://github.com/iSpakkio/AMMPAC-UE4
Important/Additional Notes: Get a free demo : https://github.com/iSpakkio/AMMPAC-UE4/releases