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Dynamic Campfire (Network Replicated)

Dynamic Campfire (Network Replicated)

Updated
2024-01-19
Premium
Blueprints
Engine version
5.3
Download type
Asset Pack
File size
245 MB
Only For Premium or VIP Users
Description

Network Replicated Campfire with a realistic and seamless burning simulation.

 Purpose and Behavior

 

The Dynamic Campfire is an asset in the shape of a blueprint that aims to recreate a campfire with a realistic and seamless burning simulation.

It starts as an unburned pile of tree branches and a clump of dried grass. After the fire is started, the mix of dynamic materials, light and particle effects will give the illusion of real burning and temperature increase.

The fire can be stopped at any time during the Burning Process, seamlessly, with a realistic cooling down period where the incandescent embers will slowly stop emitting light after the flames are gone.

It can also be left burning indefinitely, remaining in a static burning state once its maximum simulation values are reached by the blueprint.

In addition, other meshes such as rocks and a cooking fish on a stick can be added for decorative purposes. And the fish will also be cooking seamlessly during the Burning Process.

During the gameplay, like in real life, except for the particle effects, light and sound, the Burning Process is one directional. This means that once the tree branches and dried grass are consumed by the fire, they will not revert to their original state unless the Dynamic Campfire blueprint is replaced by a new one or its float variables are reset by methods not included.

All this can be done in Single or Multiplayer since this blueprint and all its components are Replicated.

 

 

Interacting with the Dynamic Campfire during gameplay

 

During gameplay, when the player is in range and the center of the screen is aligned with the central area of the Dynamic Campfire blueprint, an interaction crosshair appears.

This serves the purpose of giving the player an indication that the interaction is possible by pressing the interaction key. In the case of the demo, the E key was chosen as the input.

Pressing the E key can turn the campfire on and off depending on the current state (burning or not burning). A cue sound will also play depending on the current state.

Technical Details

Features

 

  • Demo level
  • Demo first-person character
  • Demo HUD - Interaction crosshair
  • Turns on and off pressing the E key
  • 2 decorative meshes (Rocks and Cooking Fish)
  • 9 exposed variables in the editor for customization
  • Full Network Replication
  • Detailed documentation for standalone or full integration

 

This Asset Pack contains:

 

  • 1 Actor Blueprint.
  • 1 Character Blueprint
  • 1 HUD Blueprint
  • 1 Interface Blueprint
  • 1 GameModeBase Blueprint
  • 1 Data Asset – Input Mapping Context
  • 3 Data Assets – Input Action
  • 9 Materials
  • 3 Material Instances
  • 1 Material Function
  • 24 Textures
  • 5 Static Meshes
  • 1 Skeletal Mesh (1 Morph Target)
  • 3 Sound Waves
  • 1 Sound Cue
  • 1 Niagara System
  • 4 Niagara Module Scrips

 

Input: Mouse and Keyboard

Network Replicated: Yes

Supported Development Platforms:

Windows: Yes

Mac: Not tested

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