LairOfTentacles

Dave Berg - 環境 - 2024/09/14

This lair full of tentacles is packed with ominous life and details for that weird factor in your game.

  • サポートされたプラットフォーム
  • サポートされたエンジンバージョン
    5.0 - 5.4
  • ダウンロードのタイプ
    アセット パック
    この製品には、Unreal Engine アセットを詰め合わせたものが入っています。任意の既存プロジェクトにインポート可能です。

This lair full of tentacles is packed with ominous life and details for that weird factor in your game.


VideoHERE

Try before you buy packaged demo HERE


Playlist of all my assets HERE

My other assets page HERE

テクニカルノート

Features:

  • Tentacle plants
  • Tentacle vines
  • Hanging tentacle vines
  • Vines with bugs
  • Animated bugs
  • Rocks and rock pillars
  • Niagara fog and swarming
  • BP's to create new plants and vines


Meshes: 35

Collision: generated in engine


This product supports Nanite for Unreal Engine 5.0+ Documentation

Nanite Vertices:

  • 29 - 2421 * 13 meshes
  • 39k * 3 meshes
  • 144k - 970k * 13 meshes
  • 1000k - 1340k * 5 meshes


LODs: no

Materials: 6 master, 8 instances

Textures: 21

Resolutions:

  • 1 x 1k
  • 12 x 4k
  • > 1k x 8 (vertex animation textures for bugs

Other:

  • 1 demo map
  • 1 overview map
  • 22 levels demonstrating creating new meshes with blueprints

Blueprints:

  • BP_BugVines - create hanging vines with bugs crawling on them
  • BP_CameraShaker - add to level to add camera shake
  • BP_RockPile - rock piles and pilars
  • BP_Hanging vine - hanging vine between rockpiles
  • BP_TentaclePlant - big tree-like tentacle plants or edit spline manually to create something more linear
  • BP_Tentacle_vine - vines that aling on any collisions

Supported Platforms: Win

!NOTICE!! No collision on tentacle meshes (3) due to a bug in Unreal 5.1 ->

In SplineMeshComponent.cpp IsCollisionEnabled() check has been removed and causes collision to get always calculated and will cause great lag if spline meshes are edited live in viewport.

This is not an issue in 5.0.