(Note: GBWPowerfulHit plug-in is a complete combat system solution, and has many features built in to enhance combat performance. FlowMove plug-in is also one of the features built in PowerfulHit to enhance combat performance.)
The FlowMove system is different from all other Movement systems on the market.
It focuses on the coolest and most expressive methods of Movement.
Start the FlowMove system and run amok in almost any scene!
Rest assured that FlowMove will allow your character to automatically overcome all obstacles!
Dodge, sprint, climb, slide shovel, pedal wall, glide, qualitative movement towards target… And any of the coolest Movements you can think of!
Watch the trailer now, and I believe once you see it, you can’t wait to integrate it into your own game!
Fully implemented using C++, it can be used in both C++and blueprints!
FlowMove doesn’t use animation blueprints at all,
so when you integrate FlowMove into your own project,
you don’t need to make any changes to your own animation system,
just add FlowMove components to your character, specify data assets, and everything can start working!
FlowMove is not only a complete set of Movement solutions, but also a carefully designed Movement framework.
This means that if you want, under the framework of FlowMove, you can completely customize your own unique Movement system.
And almost completely eliminates the need to consider complex network replication issues, just focusing on the creation of game logic.
(By inheriting the base class provided by FlowMove, you can fully customize Perceptron, Move control, runtime scripting logic.etc. All these customized extensions to FlowMove can be implemented in both C++and Blueprint).
This is absolutely revolutionary.
Because most of the Movement systems on the market have set the character’s Movement status in advance, all you can do is simply replace some resources in these restricted states.
Moreover, almost all of these Movement systems are based on animation blueprints, so when using them, you have to modify your own animation system. This is really too much trouble!
Important/Additional Notes :
The goal of the FlowMove system is not to replace traditional basic Movement systems (such as ALS, the Movement system in Lyra, and FLS). It’s more like a special movement system, just like the movement methods typical heroes in games have (imagine the martial arts masters in Chinese martial arts movies, or the Chinese immortals). It is recommended not to build all the movement systems of the main characters in your game on top of the FlowMove system. The best way to use FlowMove is to combine it with a basic movement system to enable your character to have complete movement capabilities in any dimension, just as I did in my own game (I use FlowMove with FLS).
This product does not include the characters and scenery assets in the demonstration.
Technical Details
Features:
The coolest Movement system, Multiplayer Ready!
Adopt customized RMS system for motion control and high-performance network replication
Fully implemented using C++, which can be used in both C++and blueprints
It has nothing to do with animation blueprints, and has absolutely no damage to your own animation system
Starting with DemoProject, use the fastest speed to instantly equip your own character with the ability to FlowMove!
A well-designed framework that can extend FlowMove in C++ or blueprints based on your own needs
Timely and effective online technical support. If you follow my Discord channel, you will find that if you encounter problems, you can always find me there
Code Modules: (Please include a full list of each Plugin module and their module type (Runtime, Editor etc.))
GBWFlowMove (Runtime)
GBWRMS (Runtime)
Number of Blueprints: 0
Number of C++ Classes: 22
Network Replicated: (Of course Yes. All GBWGame products support network replication)
Supported Development Platforms: (WIn64)
Supported Target Build Platforms: (WIn64)
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