UnrealEngine 5.4 Ascent Combat Framework 3.5.1 Cracked Download
Ascent Combat Framework (ACF) is a multi-modules C++ Plugin that provides an extendable and easy to use framework to build your very own Action RPG in a short amount of time. It features everything you’d need to design and create a state-of-the-art fluid Ranged and/or Melee Combat System and supports networking.
Crafted by experience engineers with real AAA game-industry experience, ACF has all the power of a professional C++ tool combined with the simplicity of a blueprint template, thanks to a full blueprint sample project that showcase all the functionalities.
NEW! Upgrade for FREE to ACF ULTIMATE if you own ACF, Ascent Toolset and Ascent UI Tools! More info on our Discord Channel.
NEW V3.5 5/2024: Added Status System with samples, Improved Bow, new combat animations, added more Spells and new MAGE Enemy sample!
NEW! Large set of 50+ VIDEOTUTORIALS available in Discord, check a preview here!
NEW V3.4: 9/2023 – Added Swimming, new spells, unarmed combat in the sample, and improved shooting, crafting, impacts, damage feedback & more!
NEW V3.3: 6/2023 – Added Vault & Mantle and improved locomotion!
NEW V3: 1/2023 – Completely Redesigned for UE5!Why should I pefer a ACF over a blueprint template ?
X – When you work with a blueprint template you often need to modify other’s people blueprints to adapt them to your vision. This results in a chaotic and unpredictable workflow in which at every update of the template you get your modifications overridden and you risk to lose all your hard work. In addicion, forcibly adding code to other people’s architecture will probably result in a chaotic and bug-prone code architecture that will make the development slower and frustrating.
V – With a C++ plugin you DO NOT NEED to touch it’s code at all, but you can work on top of ACF by extending it’s functionalities and using it’s modules. This will results in a perfectly decoupled codebase that can grow in size while maintaining a SOLID and reliable architecture that will scale without issues. Moreover the plugin is installed in the engine meaning that at every update your code remains untouched, resulting in a safe and reliable workflow. Organizing the codebase in “independent layers” is the most common way to work in the AAA industry because allows to re-use common logics in different projects speeding up signficantly the production process.
Do I need to know C++ to work with ACF?
Absolutely not. You are not supposed to touch the C++ code at all. ACF is built as an engine inside an engine so that you
can work on top of it in Blueprints-only projects.Everything is exposed to blueprint to be expandable without coding, so you’ll have all the power of a professional C++ Gameplay without touching a single line of code.
Note: ACF requires that you have at least some basics blueprint/unreal knowledge!
Code Modules:
20 modules with clean dependencies, so can you use only what you need:
Ascent Combat Framework [Runtime]: The core of the combat system
Actions System [Runtime]: generic system to handle new gameplay abilites and skills
Character Controller [Runtime]: A set of generic controlelrs that works with both humanoid and quadruped creatures
AIFramework [Runtime]: create and customize enemies and companions behaviors
Camera Manager [Runtime]: Manages all the in camera movements
Targeting System [Runtime]: Lock on or magnetic targeting
Advanced RPG System [Runtime]: Create your own stats and attribtues and design your leveling system
Status System NEW [Runtime]: Manages altered status as poison, frozen etc.
Collisions Manager [Runtime]: To handle precise and optimized damage traces
Combined Animation System [Runtime]: to play combined animations between 2 characters
Executions System [Runtime]: An extensions of Combined Animations System, specifically for executions
Inventory System [Runtime]: generic inventory and quipment system that allows you to create your own equipment slots. Works also for storages and world items
Crafting System [Runtime]: Generic implementations for Vendors, procedural storage and recipes to craft new items by combining others
Spell Actions [Runtime]: Implementing specific actions for spells like damage projectiles, healing, buffs and summoning
Automatic Save System [Runtime]: automatically save & load of all the marked variables in a separated Thread for maximum performance and with a single blueprint node
MountSystem [Runtime]: Generic way of mounting other characters and vehicles
Vehicle System [Runtime]: Chaos Vehicle specialization already set up to be driveable by an ACF character.
Music Manager [Runtime]: Manage music changes between battles and quiet exploration phases
Ascent Core Interfaces [Runtime]: Generic module defining all the projects interfaces
Status System [Runtime]: implement easily altered status such poisoned, frozen stunned etc.
Downloads: show love to dev by purchasing if you can afford it
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Filename:Ascent Combat Framework (ACF) v3.5.1 (5.4) + Sample.rar
Official Discord : https://discord.gg/M2kqB4M9tG
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