Easily create your own high end Action RPG with little to no coding, Multiplayer supported.
Ascent Combat Framework (ACF) is a multi-modules C++ Plugin that provides an extendable and easy to use framework to build your very own Action RPG in a short amount of time. It features everything you'd need to design and create a state-of-the-art fluid Ranged and/or Melee Combat System and supports networking.
Crafted by seasoned engineers with AAA game-industry experience, ACF has all the power of a professional, production ready C++ tool combined with the simplicity of a blueprint template, thanks to a full blueprint sample project that showcase all the functionalities.
NEW V3.4: 9/2023 - Added Swimming, new spells, unarmed combat in the sample, and improved shooting, crafting, impacts, damage feedback & more!
NEW V3.3: 6/2023 - Added Vault & Mantle and improved locomotion!
NEW V3: 12/2022 - Completely Redesigned for UE5!
NEW!!! ACF V3 RELEASE TRAILER
FREE SAMPLE Project INCLUDED! Request it on our Discord (over 4800+ devs)!
DEMO BUILDED PROJECT: Try the Demo! (v2) - New demo will be released soon!
Why is different?
Its modular and generic architecture will let you create your very own gameplay avoiding that "garbage asset flipper" feel that most of the indie game have when made with pre-made assets. ACF gives the ability to the developer to shape his vision and build a polished and unique game experience.
Why should I pefer a ACF over a blueprint template ?
X - When you work with a blueprint template you often need to modify other's people blueprints to adapt them to your vision. This results in a chaotic and unpredictable workflow in which at every update of the template you get your modifications overridden and you risk to lose all your hard work. In addicion, forcibly adding code to other people's architecture will probably result in a chaotic and bug-prone code architecture that will make the development slower and frustrating.
V - With a C++ plugin you DO NOT NEED to touch it's code at all, but you can work on top of ACF by extending it's functionalities and using it's modules. This will results in a perfectly decoupled codebase that can grow in size while maintaining a SOLID and reliable architecture that will scale without issues. Moreover the plugin is installed in the engine meaning that at every update your code remains untouched, resulting in a safe and reliable workflow. Organizing the codebase in "independent layers" is the most common way to work in the AAA industry because allows to re-use common logics in different projects speeding up signficantly the production process.
Do I need to know C++ to work with ACF?
Absolutely not. You are not supposed to touch the C++ code at all. ACF is built as an engine inside an engine so that you
can work on top of it in Blueprints-only projects.Everything is exposed to blueprint to be expandable without coding, so you'll have all the power of a professional C++ Gameplay without touching a single line of code.
Note: ACF requires that you have at least some basics blueprint/unreal knowledge!
19 modules with clean dependencies, so can you use only what you need:
Assets used in the sample are taken from:
Documentation: ACF WIKI
Number of Blueprints: 101
Number of C++ Classes: 184
Network Replicated: Yes (There are a couple of small features that are current not automatically replicated, check here)
Supported Development Platforms: PC, Xbox One, PS4
Supported Target Build Platforms: PC, Xbox One, PS4, Android