Assets of The Season
Assets updates
Hyper Attribute Manager v2

Hyper Attribute Manager v2

Updated
2024-01-17
Premium
Blueprints
Engine version
5.1
Download type
Complete Project
File size
2.3 GB
Only For Premium or VIP Users
Description

Manage Attributes and state effects for any type of game like RPG and Survival.

Hyper Attribute Manager v2 is a powerful and versatile asset for Unreal Engine that allows developers to easily manage and organize their game's attributes. With this asset, developers can create and customize attributes, assign them to different objects and actors, and even create attribute modifiers for dynamic changes. This makes it easier to keep track of and update various attributes in a game, saving developers time and effort.

 

Manage Attributes for any game

Does your character need attributes like health and many others? Does your character need to be set on fire when he is in the middle of a fire particle? Do you want to subtract Stamina or Mana when performing an action? This and many other things it will do for you!

 

Key Features

This system is very extensive, the core features are as follows:

  • Managing Attributes
  • Managing State Effects
  • Extensive attribute management functions
  • Datatable driven

Attributes

They are defined into 6 main categories:

-         Non-Persistent_Character_Attributes

-         Persistent_Primary_Character_Attributes

-         Persistent_Character_Survival_Attributes

-         Persistent_Generic_Combat_Attributes

-         Persistent_Ranged_Combat_Attributes

-         Persistent_Level_Attributes 

 

State Effects

The attribute manager has a state effect manager.

-         These state effects are fully driven by a data table.

-         These state effects can be activated or removed.

-         These states will be automatically activated based on your current state or even on consumption.

 

Several states:

-         Sick

-         Healthy

-         Infection

-         Wounded

-         Poisoned

-         Drunk

Misc States:

 This affects the chill temperature of the individual.

-         Wet

-         Warming

-         On Fire

Temperature states:

Based on "external temperature", the temperature state is switched.

-         Be aware, the character also has a "Chill" temperature.

-         The chill temperature can differ per character.

-         This is dependent on a chill temp penalty.

-         The penalty is determined by e.g. clothing if is wet, or near a fire and warmed.

-         Each state has a screen animation effect.

 

Basic and Advanced components

The core of this system is managing attributes. But to show all capabilities of this system it also includes a lot of other systems on a basic level. These basic systems are just here to showcase how the product can be used and are not intended to be the core of this system. However, due to these basic systems, the integration is flawless with my other systems.

Don’t worry, if you do not want to use my other modular assets, it is no problem. You can use the basic integrations as an example of how to integrate into your own.

The integration examples that are included are:

·        Basic Inventory System: pick up items and perform actions on them.

·        UI Manager: handles the creation and deletion of HUD elements. A beautiful Survival Based Theme UI is used as an example.

·        Basic Equipment manager: equip tools and weapons at a socket and be able to perform an action with it.

·        Basic attribute manager: change attribute values on certain events

·        Basic combat: do damage with equipment.

·        Basic building system: place items from an inventory into the world

·        Interaction: For any interaction in the world

 

Extended Movement Component

This system includes a basic “Extended Movement Component”. It is capable of

·        Handles player inputs via the Enhanced Input System. It uses input mapping and I have included an advanced method for handling and dynamically linking and unlinking mapping contexts.

·        Provides a central place for the replication of montages, particle effects, spawning actors, and sounds.

·        Is full of useful functions related to your character: Switch Global orientation between strafing and forward-facing character, Define Gender, get active camera component, and more

·        Manages the camera of the player. It includes: zooming, switching between shoulder cameras, and basic first-person view

 

About Hyper

Hyper is empowering virtual world builders like yourself. Eric Ruts is running it and is the creator of all assets.

I would like you to focus on the creative side of your project, and I want to provide you with the building blocks to kickstart your dream. I have spent years of work on the assets I have made available and you are able to leverage that knowledge and work on your project! Please feel free to share your projects in Discord or via mail! I would love to know what awesome things you are working on.

 

Quality First

The best and nothing less. Our core principles keep our assets the top of what’s available.

Where possible:

·        Complete and flexible, I include the most common use cases for most types of games in our products.

·        Data-Driven approach, so adapting is easy. We provide spreadsheets for mass edits.

·        Flawless integrations.

·        Blueprint only, so we keep it accessible for you and your complete team.

·        Extensive documentation, I try to comment on everything in the code. Besides that, the systems come with documentation after verification. I try to not only explain what happens by also why. I want you to be able to learn.

·        I aim for my assets to be production-ready.

 

Example Images and content

On the product page, I use some example images of how it can look in a populated scene. That populated scene is not included. The scene in the example area is. Check out the demo for the full experience!

Nearly everything is made by myself! However, I am also using amazing Epic Games content where I can. Also, I do make use of CC0 assets where possible. Credits are in the readme files.

Technical Details

·        Enhanced Input

·        Network Replicated

·        I expect it to work on all platforms, only tested on windows

·        Main logic implemented in actor components so you can drag and drop it on an actor

·        Datatable driven where possible

Numbers

Blueprints: 105

Meshes: 66

Input: Enhanced Input

Multiplayer Survival Framework

All v2 assets van be combined to a Multiplayer Survival Framework.

Comments
Comments is not yet
Add Comment
Please register
Other interesting assets