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The Animation Actor System allows easily and safely spawning actors and meshes directly from within animation assets.


Using a custom AnimNotifyState you can either spawn actors you have already set up or dynamically create new actors by setting what meshes to use.

No need to manage spawned actors using latent nodes, macros and tracking lifetime, once the NotifyState is over, they're gone.


Completely written in C++ and without ticking for optimal performance.

Easily extendable in Blueprints or C++.

Technical Details

Features:

  • Using a new AnimNotifyState you can
  • Spawn Actors directly and safely from inside your animations
  • Dynamically construct actors from meshes to spawn them from inside your animations
  • Easily extensible - natively or in Blueprints - for the needs of your project using inheritance and interfaces
  • Entirely clientside - no additional network usage for multiplayer
  • Custom project settings - globally control the default behavior of dynamically constructed actors


Code Modules:

  • AnimationActorSystem [Runtime]


Number of Blueprints: 0

Number of C++ Classes: 6

Network Replicated: No

Supported Development Platforms: Windows

Supported Target Build Platforms: Windows, but should work on most others.

Documentation: GitHub Documentation

9.48 
Platforms Windows 64-bit, Windows 32-bit
UE Versions 4.27, 5.0 - 5.1
Tags SPAWNING, NoAI, ANIMATION, BLUEPRINTS, ACTOR, SOURCECODE, CODE PLUGIN, SPAWNER
Release date 02.08.2022

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