Last Updated: March 25th, 2022
Current Published Version: V5.1
This Plugin ALSO Contains a Runtime Multiplayer Level Editor that can be seen here for V3.0:
This plugin does support third person by default in regards to animation. If you are in third person view it will switch over to using the set third person poses.
C++ Is not required to use this plugin; however, it is recommended that you at least have a basic understanding of blueprints to use this framework.
Tutorial playlist / Support Discord Server / Example Demo (Work In Progress) / Changelog / Blueprint Function list (Auto Generated) / Map Editor Documentation
Who is this plugin for:If your looking to build a unique multiplayer FPS shooter that doesn't restrict what you can do, then this framework is for you!
What does this plugin contain:This plugin has around 2000 hours of solid development since its initial release to version V5.0. It is used in a few games being developed so you can ensure you are getting the best possible results as I take the developers experiences of developing with it and modify the plugin to better suite real world development making it a more fluent experience to work with!
There is a lot that this plugin contains to where it is impossible to list everything. If you have any questions please join the discord and feel free to ask me. I am online and very active: [SK] Cody. If your wondering if this plugin has a certain feature, it most likely does
This plugin contains a variety of features that you will find at the core of most common first person shooters!
The features range from procedural animation for sway, weapon collision, short stocking, sprinting, high and low ready, recoil, movement lag, rotation lag, position adjustments, and more all setup in an easy to use way. Update 5.0 also contains a reworked procedural recoil system that is graph driven with randomization options!
A component that you add to your character which acts as the core of this plugin. You do most things through this component such as triggering the procedural animations and interacting with the firearm and parts.
There is full firearm customization framework with a provided example UI that can allow you to build a complete firearm literally from scratch (including every pin, every bolt, and every spring).
All firearm parts are supported ranging from functional stocks (changing length of pull), handguards, barrels, muzzle devices, optics, magnified optics, forward grips, lights and lasers, and more. All of these have optimized built in replicated functionality as well as a huge list of settings allowing you complete and easy control over them.
Range finders with support for imperial and metric.
Grenade class with a custom implementation for keeping client grenades in sync with the servers. This supports Fuse timers, Cooking, Explode on impact, Max bounces before Dud, and Dud destroy time.
A full fledged multiplayer level editor that you can use with your friends (think Halo Forge mode).
Much much more! Please feel free to ask any questions about any feature you may have, odds are its included.
What is the goal of this plugin:Short and simple. The goal of this plugin was to build a First person shooter framework that I would use personally for my own project. It is something that I want to build to the best of my abilities, be project independent for games of multiple styles, easy to incorporate into other marketplace content such as ALS, and be fully useable and simple to use through blueprint without the need for C++ knowledge. Keep in mind this is not a plug and play kit where you just change assets, this is a framework. You can use it as a kit as I provide example blueprint classes on how to use the framework if you wish, but its intended purpose is to be used as a base to build your own unique games.
- Written Entirely in C++ and Event-Driven to remain fast and Efficient compared to blueprint counterparts
- Fastest render target based scopes on the marketplace
- Procedural Firearm Handling/Lag/Movement Sway/Recoil
- Procedural Aiming
- Procedural Look up/down and Lean
- Procedural Length Of Pull for Stock Adjustments
- Example Gun Builder powered by the Part Attachment System
- Safe/Semi/Full Auto/Burst fire modes
- Left Hand IK that works with forwarding grips
- Firearm Part Influenced Stats (Weight/Ergonomics/Recoil)
- Custom Physical Materials (assist in spawning impact effects from my static library)
- Firearm Customization (every single part can be customized)
- Magnified Scopes
- Simulated Scope Eye box
- Forward Grips
- Offset Mounts
- Flip Mounts
- 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 fit in this list!
- UltimateFPSTemplate, Runtime
- Niagara, Runtime
Number of C++ Classes: 32
Network Replicated: Yes
Supported Development Platforms: Win64
Supported Target Build Platforms: Win64