Hyper Combat Framework v2

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Feb 5, 2023
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Hyper's Combat Framework
Do you need any type of combat in your game? Firearms, medieval ranged weapons, fantasy, fist combat or anything like that? This is the system for you! Supercharge your project by months! The system is aimed to work well with the most common types of combat that you will see in any game ranging from an adventure, RPG, survival or fast past shooter. The types that are included:


Firearms
  • Pistol
  • Rifles
  • Shotguns
  • Sniper Rifle

Bows
  • Bow and arrow

Melee
One Handed weapons
  • Sword Normal
  • Sword Light
  • Dagger
  • Spear
Two-handed Weapons
  • Blade
  • Staff
  • Hammer
Dual Wield
  • Dual Hatchet
  • Dual Sword
  • Dual Sword Light
  • Dual Heavy Weapon
Throwables
  • Grenade
  • Flashbang (without post-process flash, that should be done via an advanced attribute manager via state effects)
  • Smokebom
  • Throwing knife
  • Spear (Including melee of spear)
Defense:
  • Block with a current weapon like a sword
  • Dual wield Shield with sword
Misc:
  • Fists
  • Torch (For Light, no combat, is optional)
Advanced Locomotion Framework
  • This system includes Hyper's advanced locomotion framework for everything that is combat-related. I've ported the Lyra framework to blueprints and based the framework on it.

Basic and Advanced components
The core of this system is providing a dynamic combat system. But to show all capabilities of this system it also includes a lot of other systems on a basic level. These basic systems are just here to showcase how the product can be used and are not intended to be the core of this system. However, due to these basic systems, the integration is flawless with my other systems.
Don’t worry, if you do not want to use my other modular assets, it is no problem. You can use the basic integrations as an example of how to integrate into your own.
The integration examples that are included are:
  • Basic Inventory System: pick up items and perform actions on them.
  • UI Manager: handles the creation and deletion of HUD elements. A beautiful Survival Theme UI is used as an example.
  • Basic Equipment manager: equip tools and weapons at a socket and be able to act with it.
  • Basic attribute manager: change attribute values on certain events
  • Basic combat: do damage with equipment.
  • Basic building system: place items from an inventory into the world
  • Interaction: For any interaction in the world
  • Outliner

Extended Movement Component
This system includes an advanced “Extended Movement Component”. It is capable of
· Handles player inputs via the Enhanced Input System. It uses input mapping and I have included an advanced method for handling and dynamically linking and unlinking mapping contexts.
  • Provides a central place for the replication of montages, particle effects, spawning actors, and sounds.
  • Is full of useful functions related to your character: Switch Global orientation between strafing and forward-facing character, Define Gender, get an active camera component, and more
  • Manages the camera of the player. It includes: zooming, switching between shoulder cameras, and basic first-person view

About Hyper
Hyper is empowering virtual world builders like yourself. Eric Ruts is running it and is the creator of all assets.
I would like you to focus on the creative side of your project, and I want to provide you with the building blocks to kickstart your dream. I have spent years of work on the assets I have made available and you can leverage that knowledge and work on your project! Please feel free to share your projects in Discord or via mail! I would love to know what awesome things you are working on.

Quality First​

  • The best and nothing less. Our core principles keep our assets the top of what’s available.
  • Where possible:
  • Complete and flexible, I include the most common use cases for most types of games in our products.
  • A 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, I try to comment on everything in the code. Besides that, the systems come with documentation after verification. I try to not only explain what happens by also why. I want you to be able to learn.
  • I aim for my assets to be production-ready.

Example Images and content​

On the product page, I use some example images of how it can look in a populated scene. That populated scene is not included. The scene in the example area is. Check out the demo for the full experience!
Nearly everything is made by myself! However, I am also using amazing Epic Games content where I can. Also, I do make use of CC0 assets where possible. Credits are in the readme files.

Technical Details​

  • Datatable driven
  • Fully replicated
  • Made in blueprints and very accessible
  • Actor components so you can drag and drop
  • I expect it to work on all platforms
  • Using enhanced input
  • Dynamic Recoil and Weapon Spread
  • Dynamic crosshair
  • Dynamic ammo (e.g. pierced bullets)
  • Aiming down Sight
  • Ammo management
  • Throwables and projectiles
  • Projectile trajectory prediction
  • Blocking capabilities
  • Dual Wield
  • Torch
  • Target Lock
  • Additive Hit Reaction
  • Damage
  • Animation Notify Driven

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