スポットライト セール:10月7日まで一部のプロップが 50% オフで購入できます。

[UE4] Swimming System V1

Complete swimming system with 1D & 2D blendspaces, sounds, particles, animations, effects, fully networked and more!

​セール$39.99
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  • 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
    4.20 - 4.27
  • ダウンロードのタイプ
    完全なプロジェクト
    この製品には、Unreal Engine プロジェクトの完全なフォルダが含まれており、Config ファイル、コンテンツのファイル、.uproject ファイルが完備されています。新規プロジェクトを作成するためのテンプレートとして利用することができます。

Discord 💬 Join the Hyper Game-dev Discord

Demo 📁 Try it out!

Video ▶ To view the product and here for first person request

Made by 🎮 Eric from Hyper!

Modular 🧩 Check out other compatible assets


V1 & V2

Please note the “V1” and “V2” labels on my assets. The v1 versions are my original versions and are based on UE4. If you are using UE5, I would always advise you to use the V2 version (if available). The V2 versions are significantly changed architecturally and visually and are different products, however with the same goal. All original products will stay as is and if needed I supply bug fixes for them.



Swimming System:

With this swimming system I deliver an simple to use and easy to comprehend system for your Survival / RPG / Open world games.




This system includes:

Game ready swimming character

  • The character uses the physics volume to change the movement mode.
  • This system is also compatible with UE4.26 water. Important note: Not with the waves, since it's transition is based on the physics volume which does not adapt on the wave surfaces.
  • Option to dive, or let the character stay on the surface so the player or you can controls it manually.
  • Drowning and die logic as an example. No attribute system included. I would use an attribute system to deplete oxygen and then trigger the event: "Let character die while swimming".

1D & 2D blend space compatibility

  • 2D blendspace animations (Strafe Movement)
  • All animations have bubble particles and water splash sounds included
  • 1D camera based movement as an option.

 All animations included

  • With my Mocap Suit I've recorded and edited the swimming animations.

 Sound effects, Particle effects, post process,

  • Includes a reverb underwater sound effect.
  • Ambient Bubbles :spawned while swimming for client only.
  • Bubble Swim: Spawned in animations when swimming at the feet, hands and mouth.
  • Bubble Loop: For deco
  • Water splash and ripples for diving, entering, leaving water.

Heavily documented blueprints

  • I always try to state the why in my systems and make sure that it is as easy as possible to understand, comprehend and make it your own.





Quality first:

The best and nothing less. Our core principles keep our assets the top of what’s available.

Where possible:

– Complete and flexible, we include most common use-cases in our products.

– Data-Driven approach, so adapting is easy. We provide spreadsheets for mass edits.

– Flawless integrations.

– Blueprint only, so we keep it accessible for you and your complete team.

– Extensive documentation, in code and in docs. Not only what happens by also why. We want you be able to learn.

– Production-ready.


I hope you like it! Always feel free to contact me for any support. For instance in the active Discord community


With the kindest regards,


Eric

テクニカルノート

Features:

  • Game ready swimming character
  • 1D & 2D blend space compatibility
  •  All animations included
  •  Sound effects (including underwater reverb), Particle effects, post process,
  • Heavily documented blueprints

Number of Blueprints: 4

Number of Animation Sequences: 17

Network Replicated: Yes

Post process and water volume is based/inspired on Epic Games content.

Supported Platforms:

Windows. It is assumed that it works fine on all platforms.

Support, community & Documentation📁:

Initial Support like bug encounters and online documentations are available after verification[Please note that docs are an optional courtesy and web-based]. Easiest way is to access is Discord, but ofcourse also possible via mail.

The discord is a meeting place with forums setup per asset where other game developers with the same asset can discuss the use and also help each-other out including me (Eric) the developer.

All my blueprints are always heavily commented. Not only the what happens, but I try to explain why it happens.