Description
SKG Shooter Framework V2
SKG Shooter Framework V2
Blueprint Exposed, Multiplayer Ready, FPS Framework. The V2 of the plugin is for Engine Versions 5.3 and Newer.
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THIS PLUGIN HAS GONE THROUGH A COMPLETE REWRITE (from scratch). THE REWRITE IS ON ENGINE VERSION 5.3+
Last Updated: May 7th, 2024
Current Version: V1.2.4
If you are looking for a robust, realistic and efficient ballistics system that pairs well with this plugin, I recommend checking out Terminal Ballistics
C++ Is not required to use this plugin; however, I recommend that you at least have a basic understanding of blueprints to use this framework.
What is this plugin:
This plugin is meant to be a simple, performant, modular, component based framework.
Performance:
Overview:
Performance was a huge focus with all the new systems. Unlike a few popular kits on the marketplace that use blueprint, run everything on the game thread, and/or use multicasts for nearly everything replication, mine utilizes the push model for replication, uses worker threads where viable, and does not have the additional overhead of blueprint.
Multiplayer:
Replication is something I have quite a bit of experience in and optimizing. At the core this system fully utilizes the push model to improve server performance over the default unreal implementation. Potentially large arrays utilize the fast array serializer to reduce the amount of data sent across the network when they change. Where applicable, variables are compressed into bytes before being sent and then uncompressed locally when received. Each class comes with a bAutoCallForceNetUpdate option and when it is set to true, upon the server marking a variable as dirty it will force net update and flush net dormancy. This allows you to have a very low NetUpdateFrequency set and still have a responsive replicated system.
Animation:
Procedurals:
Firearm:
With the procedurals comes a large set of firearm functionality and implemented attachments by default. The firearm component acts as an interface to the rest of the attachments along with holding the attachment manager that gives direct access to each attachment and their parent component.
Firearm Attachments:
The system comes with several components that allow you to make nearly any firearm attachments such as optics, magnified optics, lights, lasers, forward grips, muzzle devices, barrels, mounts, etc. Provided in the example are several additional features to compliment them such as a muzzle temperature system to have a tarkov like suppressor smoke/heat with shimmer (see pictures).
Infrared/Night vision:
There is a built in infrared/night vision system that allows devices such as lights and laser to only be visible when you have night vision on. The provided example content has a post process and overlay for the night vision (see pictures) that allow for a realistic look with a range of settings and material functions to assist in your own assets.
Attachment System:
The attachment system is meant to be universal, it is not just for firearms. It is intended to be used for really anything that needs addons such as a firearm with attachments and a character with clothing/kit (backpack/armor/etc.). It is setup to be fast and efficient with full support for skeletal meshes and the lead pose component.
There is more but I’m running out of space.
Technical Details
Features:
- Written Entirely in C++ with Components, No actor classes or interfaces
- Full Procedural Animation System
- Attachment system for all types of customization including characters
- Custom Physical Materials
- Magnified Scopes
- Simulated Scope Eye box
- Lights/Lasers
- Forward Grips
- Magnifiers
- Offset Mounts
- Range Finders
- Red Dots/Holograph Sights
- Changing Reticles
- Changing Reticle Brightness
- Night Vision
- Thermal Vision
- Muzzle Devices (such as suppressors and compensators)
- Firearm Collision Handling
- Much Much More that cannot even come close to fitting in this list!
Code Modules:
- SKGAnimGraphNodes
- SKGAttachment
- SKGLightLaser
- SKGMuzzle
- SKGOptic
- SKGOptional – Can be ignored
- SKGPhysicalMaterialModule
- SKGProceduralAnim
- SKGProjectile
- SKGRangeFinder
- SKGShooterFramework
- SKGShooterFrameworkCore
- SKGShooterFrameworkEditor
- SKGStats
- SKGStock
Number of Blueprints: In Example Project
Number of C++ Classes: 41
Network Replicated: Yes
Supported Development Platforms: Win64, MacOS, Linux, SteamVR, Oculus
Supported Target Build Platforms: Win64, MacOS, Linux, SteamVR, Oculus
SKG Shooter Framework V2