A lightweight, highly extensible, timeline-based skill editor. 一个轻量级,高可扩展,基于时间轴的技能编辑器
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The main design goal is to replace AnimMontage within the Gameplay framework, address the pain points of AnimMontage, and provide enhanced capabilities.
主要设计目标是在 Gameplay 框架中替代 AnimMontage,解决AnimMontage的痛点,并提供更多的能力
Easily extend the skill editor to implement custom track and node appearances and logic, as well as automation check tools.
轻易扩展技能编辑器去实现自定义 Track & Node 的外观和逻辑,以及自动化检查工具等
* Independent and Decoupled: Not based on any specific module, allowing for easy deployment in GAS or other frameworks. Unlinked from animation logic, capable of running without animations.
* High Extensibility of Track & Node: Easily customize appearance, parameter validation checks, bake HitBox
* Powerful and User-Friendly Preview Scene: Improved debugging visualization, motion trajectory drawing
* Friendly Frame-Based Editing Experience: Features such as alignment snapping, sorting, filtering, and disabling.
* Action Link Track: This feature is worth mentioning separately, used for interactions like executions, getting in, and opening doors.
* More editor features: Jump Graph, Action Browser.
* 独立解耦:不基于任何模块,轻松在 GAS 或其他框架中部署。与动画逻辑解绑,可以无动画运行
* Track & Node 的高可扩展性:轻松自定义外观,参数验证检查,烘焙HitBox
* 易用的预览场景:更好的Debug可视化,运动轨迹绘制
* 友好的基于帧的编辑体验:对齐吸附,排序,筛选,禁用等
* Action Link Track:这个功能值得单独说明,用于处决,投技,上车,开门等交互
* 更多的编辑器功能:Jump Graph, Action Browser
Runtime:
* Action Asset
* Action Component
* Action Data
* Action Timeline: Track & Node
* Anim Track & Node
* Notify Track & Node
* Link Track & Node
Editor:
* Preview Scene - animation preview and debug
* Timeline Editor - filter, sort and control
* Action Graph - show jump or linked action assets
* Action Asset Browser - quickly open assets
* INodeTrackTypeCustomization - Easy customization of tracks and nodes
* Action - Runtime
* ActionEditor - Editor
* ActionNodes - Runtime - Commonly used nodes, such as play sound, play Fx, etc. To separate other dependent plugins
* ActionUtilities - Runtime - For developers, able to use Editor functions in the Runtime blueprint. For example: 'CallInEditor'
Number of Blueprints: 0
Number of C++ Classes: 8(runtime) 30(editor)
Network Replicated: No
Supported Development Platforms: (Windows)
Supported Target Build Platforms: (Windows)