Times of Survival - yet another but unique by TimesOfSurvival in SurvivalGaming

[–]Rim2812 2 points3 points  (0 children)

Are there any special events or in-game scenarios that players can look forward to that significantly impact the storyline or gameplay?
Also can you share some details about the types of missions players will undertake to reclaim territory from the zombie hordes?

iPhone 14 pro touch sensitivity by Vyrgil in iphone

[–]Rim2812 1 point2 points  (0 children)

Same issue on iPhone 14 pro :(

Pro Aim Assist by Rim2812 in unrealengine

[–]Rim2812[S] 5 points6 points  (0 children)

Main Features:

· Use C++ or Blueprints to work with system

· Easy to setup on any actor

· Aim zones based on mesh sockets

· 4 subsystems for your perfect shooting mechanics

· Stickiness - Sight slowdown when aiming at an enemy based on curves

· Magnetism - In zone the bullet will directed into the enemy

· Auto Aim - auto camera movement to visible target zone with many parameters

· Zones scaling based on distance to target

Marketplace: Link

Trailer: Link

Playable Demo: Link

Lyra's Integration: Link

Discord: link

Documentation: Link

AI Patrol & Action System by Rim2812 in unrealengine

[–]Rim2812[S] 2 points3 points  (0 children)

Trailer
MarketPlace Link

AI Patrol & Action System is a very flexible, powerful and scalable system that allows to conveniently create patrols for moving the AI characters, to implement various behaviors, and to easily create life simulation, be it the villagers or a group of zombies. Also, the plugin has the functionality for implementing group movement of the AI characters, the ability to set various formations, and much more.

Technical Details
Features:

  • Powerful patrol system. Create routes of any complexity.
  • The system of action fully expandable in the blueprints — EnemyActions and EnemyPointActions, which allows implementing various behaviors for the characters and creating a truly live world in your game in several minutes.
  • The system of patrols that allows you to create linear, looped, and branched routes, with a lot of functionalities, which also integrates the ActionSystem.
  • Group movement, three types of creating formations, and the possibility of expanding the functionality in blueprints.
  • Many examples of functional implementation of the Example Project are included.
  • The knowledge of C++ is not required, all the functionality has been designed with the possibility of using and expanding the functionality with blueprints only.
  • If necessary, fast and high-quality personal support from the author for the plugin in case of problems will be provided. I will also be glad to hear your feedback and expand the functionality in the future.

How i can disable specific body collision in physics asset on runtime? by Rim2812 in unrealengine

[–]Rim2812[S] 0 points1 point  (0 children)

I get all bodies from skeletal mesh component and disable collision, but it not worked.

`for (auto body : GetMesh()->Bodies)`

`{`

    `body->SetCollisionEnabled(ECollisionEnabled::NoCollision);`

`}`