Game Engine and Assets Leaks

[UE5] Dynamic Campfire (Network Replicated)

Submitted by hassekf, , Thread ID: 285806

03-02-2024, 08:07 PM
#1
Quote:[Image: Marketplace05-1920x1080-039d683bf56ad553...e=1&w=1920]

Purpose and Behavior


The Dynamic Campfire is an asset in the shape of a blueprint that aims to recreate a campfire with a realistic and seamless burning simulation.

It starts as an unburned pile of tree branches and a clump of dried grass. After the fire is started, the mix of dynamic materials, light and particle effects will give the illusion of real burning and temperature increase.

The fire can be stopped at any time during the Burning Process, seamlessly, with a realistic cooling down period where the incandescent embers will slowly stop emitting light after the flames are gone.

It can also be left burning indefinitely, remaining in a static burning state once its maximum simulation values are reached by the blueprint.

In addition, other meshes such as rocks and a cooking fish on a stick can be added for decorative purposes. And the fish will also be cooking seamlessly during the Burning Process.

During the gameplay, like in real life, except for the particle effects, light and sound, the Burning Process is one directional. This means that once the tree branches and dried grass are consumed by the fire, they will not revert to their original state unless the Dynamic Campfire blueprint is replaced by a new one or its float variables are reset by methods not included.

All this can be done in Single or Multiplayer since this blueprint and all its components are Replicated.





Interacting with the Dynamic Campfire during gameplay


During gameplay, when the player is in range and the center of the screen is aligned with the central area of the Dynamic Campfire blueprint, an interaction crosshair appears.

This serves the purpose of giving the player an indication that the interaction is possible by pressing the interaction key. In the case of the demo, the E key was chosen as the input.

Pressing the E key can turn the campfire on and off depending on the current state (burning or not burning). A cue sound will also play depending on the current state.

Technical Details
Features



Demo level
Demo first-person character
Demo HUD - Interaction crosshair
Turns on and off pressing the E key
2 decorative meshes (Rocks and Cooking Fish)
9 exposed variables in the editor for customization
Full Network Replication
Detailed documentation for standalone or full integration


This Asset Pack contains:



1 Actor Blueprint.
1 Character Blueprint
1 HUD Blueprint
1 Interface Blueprint
1 GameModeBase Blueprint
1 Data Asset – Input Mapping Context
3 Data Assets – Input Action
9 Materials
3 Material Instances
1 Material Function
24 Textures
5 Static Meshes
1 Skeletal Mesh (1 Morph Target)
3 Sound Waves
1 Sound Cue
1 Niagara System
4 Niagara Module Scrips


Input: Mouse and Keyboard

Network Replicated: Yes

Supported Development Platforms:

Windows: Yes

Mac: Yes

Documentation: https://drive.google.com/file/d/1pqy0rXe...sp=sharing

Link
https://www.unrealengine.com/marketplace...c-campfire

Supported Engine Versions
5.2 - 5.3

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RE: [UE5] Dynamic Campfire (Network Replicated)

#2
Thanks so much for sharing this one... it's... fire!!!

RE: [UE5] Dynamic Campfire (Network Replicated)

#3
how did i not know this existed its fantastic thank you

RE: [UE5] Dynamic Campfire (Network Replicated)

#4
Looks great, so realistic!!

RE: [UE5] Dynamic Campfire (Network Replicated)

#5
wow never expected i will find this. thanks

RE: [UE5] Dynamic Campfire (Network Replicated)

#6
tysm bro i love u thanks bro i love this

RE: [UE5] Dynamic Campfire (Network Replicated)

#7
i guess one can say this is fire !

RE: [UE5] Dynamic Campfire (Network Replicated)

#8
thankyou so m was looking for tis sit you goated

RE: [UE5] Dynamic Campfire (Network Replicated)

#9
that's great thank you so much I was looking for this

RE: [UE5] Dynamic Campfire (Network Replicated)

This post was last modified: 19-10-2024, 08:27 AM by x64
#10
works fine on 5.3 thank a bunch

works fine on 5.3 thank a bunch

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