Unreal Engine虚幻游戏引擎素材资源 Unreal Engine Marketplace –Journeyman’s Minimap 4.27 熟练工的小地图

大小解压后:221M

一个灵活的,优化的小地图和雾战系统。添加一个时尚的无边框或有边框的小地图到您的游戏和钩起自己的游戏驱动动画。为有限的视野启用战争迷雾。所有功能都支持多人游戏。

通过可定制的边框、形状和透明度向游戏中添加一个或多个(迷你)地图。给C++或者BP中的演员添加图标。用游戏驱动的材料定制图标动画,并将游戏逻辑与小地图用户界面事件挂钩。多人兼容。

图标是可定制的,例如纹理、动画材料、旋转、屏幕尺寸或世界单位、绘制颜色和绘制顺序。当一个图标在小地图之外时,它会在地图的边缘显示为一个箭头。图标外观的任何方面都可以在游戏中通过C++或BP进行更改。

直观地准备背景纹理,通过拖动一个体积到世界,将产生一个自上而下的渲染,可选的导航网格,每次你移动或轻推体积。绘制渲染并将其指定给体积。然后它会出现在小地图上。支持自动背景纹理切换在多楼层的地牢和在室内和室外之间转换时。

加入战争迷雾的特性,为你的游戏增加悬念。如果使用,小地图背景开始变黑,玩家可以移动来逐渐揭开地图。玩家和其他演员可以暂时显示雾中的区域,以实现MOBA/即时战略战术风格的团队愿景,或者永久显示行动RPG风格探索的访问区域。图标可以在雾中显示或隐藏,雾值可以根据游戏目的进行查询。后处理效果包括在内,可用于渲染世界上的雾。

技术细节
地图

–通过UMG手动或自动控制尺寸

–矩形、圆形+带边框、无边框、透明

–通过使用导航网格绘制生成的图像来创建背景

–将地图置于某个区域或演员的中心。控制缩放级别和旋转。将玩家摄像头视图显示为梯形。

–支持基于高度(多层建筑)或优先级(室内容积)的自动纹理切换。

–触发用户界面交互事件

核标准情报中心

-游戏中所有可变属性

–通过附加图标组件给演员一个图标

–定制其纹理和材质

–游戏驱动动画可以访问素材实例。包括闪光灯、脉冲和时钟动画。

–控制屏幕空间或世界空间中的图标大小

–自定义旋转、绘制颜色和Z顺序

–图标不在地图上时显示箭头

战争迷雾

–给小地图和世界添加战争迷雾

–演员可以临时或永久展示区域

–演员和他们的图标可以隐藏在雾中

所有功能都在BP & C++中。

联网兼容:是的。小地图图标使用本地数据,如(复制的)演员位置。像团队颜色和可见性这样的图标视觉效果是由客户控制的,但是可以由您编程为由复制的变量驱动。

支持的开发平台:Windows,Mac

支持的目标构建平台:视窗、苹果

文件

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代码插件



Add one or more (mini-)maps to your game with customizable border, shape and transparency. Add icons to actors in C++ or BP. Customize icon animations with gameplay driven materials and hook your gameplay logic up to minimap UI events. Multiplayer compatible.

Icons are greatly customizable, such as in terms of texture, animated material, rotation, size in screen or world units, draw color and draw order. When an icon is outside the minimap it can appear as an arrow at the edge of the map. Any aspect of an icon’s appearance can be changed during gameplay via C++ or BP.

Intuitively prepare background textures by dragging a volume into the world that will generate a top-down render, optionally with nav mesh, every time you move or nudge the volume. Draw over the render and assign it to the volume. It will then show up in the minimap. Supports automatic background texture switching in multi-floor dungeons and when transitioning between in and outdoors.

Add suspense to your game with the included fog of war feature. If used, minimap backgrounds start blacked out and players can move around to gradually uncover the map. The player and other actors can either temporarily reveal areas in fog to achieve MOBA/RTS style team vision, or permanently reveal visited areas for action RPG style exploration. Icons can show or hide in fog and fog values can be queried for gameplay purposes. A post process effect is included that can be used to render the fog in the world.

技术细节
Maps

– Control size manually or automatic via UMG

– Rectangular, circular + bordered, borderless, transparent

– Create backgrounds by drawing over generated images with nav mesh

– Center the map on an area or actor. Control zoom-level and rotation. Show the player camera’s view as a trapezoid.

– Supports automatic texture switching based on height (multi-floor building) or priority (indoor volume).

– Fires UI interaction events

Icons

– All properties changeable in-game

– Give an actor an icon by attaching an icon component

– Customize its texture and material

– Material instances are accessible for gameplay driven animation. Flash, pulse and clock anims included.

– Control icon size in screen space or world space

– Customize rotation, draw color and Z-order

– Show an arrow when icon is off the map

Fog of war

– Add fog of war to the minimap and world

– Actors can reveal areas temporarily or permanently

– Actors and their icons can be hidden when inside fog

All features are in BP & C++.

Networking Compatible: Yes. Minimap icons use local data such as (replicated) actor locations. Icon visuals like team color and visibility are client controlled, but can be programmed by you to be driven by replicated variables.

Supported Development Platforms: Windows, Mac

Supported Target Build Platforms: Windows, Mac

Documentation

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