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God-like controls: 100% Blueprint made, versatile camera and controls system, using actor components to handle any character or pawn. (Top-down, RTS, MOBA, isometric RPG, god-like games, point-and-click, etc.)
Versatile camera and controls system for top-down, RTS, MOBA, aRTS, isometric RPG, god-like games, point-and-click games and the like.
Useful for gamejams but also for testing quickly various camera and controls at early stages of a development.
Based on a set of Blueprints grown organically over the years by making game prototypes and gamejams and gameplay R&D, God-like Controls have been cleaned, debugged and packaged for the Marketplace.
A content example shows how to use God-like Controls functionalities with useful scene debug display:
Point and click functionalities: player’s pawn P_PnClickCamera, agents comp. cpA_PnClickAgent + controllers
Outlines: cpA_Outline, cpA_DisplaySelection and post-processing materials
RTS selection: cpA_Selectable and UI/widgetMarqueeSelector
Content Example: Maps/mapcontentExampleGodLikeControls
God-like Controls core functionalities: 6 actor components, 1 pawn, 2 controllers, 1 actor, 2 enums, 2 structs, 4 interfaces
Libraries: 1 function library, 1 macro library, 1 testing actor
UI: 1 HUD BP, 4 user widgets, 1 interface, 2 structs
God-like Controls Content Example: 4 characters, 1 pawn, 1 function library, 1 enum, 3 actor components, 1 BT (+BB), 1 BT service, 1 interface, 4 actors, 29 cursor textures (magenta for proto purpose), 17 user widgets, 7 render target materials (+ copies of Epic Games assets)
Input: Keyboard and Mouse, designed to take advantage of Unreal Engine action and axis mapping
Network Replicated: No
Supported Development Platforms and Target Build Platform: Windows (not hard to adapt to other platforms)
Documentation: Content\GodLikeControls\Documentation: "God Like Controls documentation.pdf" and "Content Example documentation.pdf"
Additional Notes: Package intended either for prototyping and comparing multiple control solutions or gamejams