Trailer Video YouTube : Youtube Vidoe Bilibili Vidoe
Try The Platable Demo : (GoogleDirve)
Document And Tutorial : FlowMove Document(English) FlowMove Document(中文版)
Support : Discord Channel QQ群-691495466
My other assets in the market :
GBWPowerfulHit - Make your attack more expressive now. Multiplayer Ready.
GBWThrow-Throw, Launch and Recall anything. Multiplayer Ready
GBWScratch-Scratches on any surface! Multiplayer Ready!
Note that : This plug-in has been built into the GBWPowerfulHit. If you own PH, you will not have to buy this product again.
(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.