
Asset Description
Ascent Combat Framework (ACF)a multi-module C++ plugin that provides a robust, extensible, and easy-to-use framework to build your own Action RPG in record time.
General Information
It features everything you'd need to design and create a state-of-the-art fluid Ranged and/or Melee Combat System and supports multiplayer.
NEW ACF IV: Improved Combat Modules to be based on Gameplay Ability System, full support for GAS in blueprints, New Animation Layering system, Flying mounts, new Lyra inspired Inventory System with fragments and much much more!
Massive improvements all over the framework, improved code cleaningness, countless network optimization and more!
Unleash your Creativity
Crafted by engineers with real game-industry experience, ACF combines the power of a professional, production-ready C++ tool with the simplicity of a Blueprint template. With a fully-featu red Blueprint sample project that showcases all its capabilities, everything is setup to work out of the box, so you can jump straight into crafting your idea.
Modular by Design. Flexible by Nature.
Blueprint templates look easy, until you need to change them. ACF is built on a industry-standard layered architecture, a modular C++ core designed to scale with your ambition. ACF is a C++ plugin designed to be extended, not hacked. You build on top of it, not inside it. That means cleaner architecture, no conflicts, and updates that don’t wipe your work. Use what you need, extend what you want, and leave behind the limitations of traditional templates.
Code Modules & Features:
20 modules with clean dependencies, so can you use only what you need:
Ascent Combat Framework [Runtime]: The core of the combat system
Actions System [Runtime]: generic system to handle new gameplay abilites and skills
Character Controller [Runtime]: A set of generic controlelrs that works with both humanoid and quadruped creatures
AIFramework [Runtime]: create and customize enemies and companions behaviors
Camera Manager [Runtime]: Manages all the in camera movements
Targeting System [Runtime]: Lock on or magnetic targeting
Advanced RPG System [Runtime]: Create your own stats and attribtues and design your leveling system
Status System NEW [Runtime]: Manages altered status as poison, frozen etc.
Collisions Manager [Runtime]: To handle precise and optimized damage traces
Combined Animation System [Runtime]: to play combined animations between 2 characters
Executions System [Runtime]: An extensions of Combined Animations System, specifically for executions
Inventory System [Runtime]: generic inventory and quipment system that allows you to create your own equipment slots. Works also for storages and world items
Crafting System [Runtime]: Generic implementations for Vendors, procedural storage and recipes to craft new items by combining others
Spell Actions [Runtime]: Implementing specific actions for spells like damage projectiles, healing, buffs and summoning
Automatic Save System [Runtime]: automatically save & load of all the marked variables in a separated Thread for maximum performance and with a single blueprint node
MountSystem [Runtime]: Generic way of mounting other characters and vehicles
Vehicle System [Runtime]: Chaos Vehicle specialization already set up to be driveable by an ACF character.
Music Manager [Runtime]: Manage music changes between battles and quiet exploration phases
Ascent Core Interfaces [Runtime]: Generic module defining all the projects interfaces
Status System [Runtime]: implement easily altered status such poisoned, frozen stunned etc.You are not alone!
Note: ACF requires that you have at least some basics blueprint/unreal knowledge!
Technical details
Features:
Generic Character Controller
Generic Actions System
Items, Inventory, & Crafting System
AI Framework & Companions
AI Groups
Statistics and RPG Framework (ARS): create your stats & attributes
Optimized Collisions Manager (ACM)
Targeting System (ATS)
Camera Manager (CCM)
Combined Animation System and Executions (CAS)
Mount System
Spells & Magic System
Music Manager
NEW Automatic Save System
NEW V3 Motion Warp Integration for every action
NEW V3 Vehicles support
NEW V3 Enhanced Input suppot
NEW V3 Full Body IK support
NEW V3 Shooting System
NEW V3.2 WAVE SYSTEM!
NEW V3.5 Status System
Documentation: https://slimwiki.com/dark-tower-int/acfu/welcome
Number of Blueprints: 101
Number of C++ Classes: 184
Network Replicated: Mostly yes
Supported Platforms: PC, Xbox One, Xbox Series X, PS4, PS5, Android, MacOs