Designer tool for moving Cameras, Actors, Characters, Pawns and Particles.
Tool for managing actions on any type of NPC, Camera, Particle or pure Actor.
Tool giving a possibility to trigger any kind of Action by collision mechanism or other Action.
You can design and manage a whole village of NPC or whole city of cars, people, flying drons etc.
You can design and manage every movements of objects or cameras in sequence.
Advanced Control Points system is created for developers of:
- indie games (designers save a lot of time in creating levels and AI behaviors)
- AAA games (very powerfull, fully modular, designed to be extended, C++ base, optimalized in performance, fully commented, very simple internal structure to understand even by Juniors)
- virtual productions (every kind of moving objects and cameras are very simple to design, different actions like change animation on trigger or switch chart are extremally simple)
FOR DESIGNERS
If you are a designer this tool will save you more than 80% of time in design moving objects, NPCs, background objects like birds or animals, sequences and more.
System has comprehensive validation module in almost every parts. This is specially for designers managing hundreds or even thousands of objects in the scene. You can validate single object from it’s detail panel. You can validate a tree of objects. You can also validate all objects in level from Global Manager tool. Every validating result you will find in output log very detailed description.
Extra Window “Global Manager” gives you incredible possibility to speed up design in huge levels. You can setup predefined style of Control Points and Spawn Points. You can also easly find not filled out or setup in wrong way Advanced Control Points System elements on the level. Change some crucial settings in every Advanced Control Points System elements takes you only a few clicks.
Spawn Point and Advanced Control Points Component have special visualizers showing path of chosen Control Points or Spawning positions – which is very useful in complicated level.
You can choose from dozens of different icons for the appearance of the system elements in order to keep order on the map and distinguish between different elements of the system.
If you wish to do something what do not exist in Advanced Control Points, you can simply create new Action, Rotation Procedure, etc. If you wish to plug-in, almost every element calling Evant Dispatchers in every crucial situation, especialy for binding by designers.
FOR PROGRAMMERS
If you are a programmer this tool will give you complete structure for moving, actions, triggering for your project. In most cases you need only program new Actions specific to your project in very simple and understandable manner. This tool can save you even 50% of your time. You will focus on gameplay – not on technical problems!
System is fully tested, but if you find any kind of bug, system has very simple design, is commented well and have support for debug in some critical places.
FOR TESTERS
If you are a tester you love this system. Almost every part of it have off-line validating component and give you comprehensive answer for designer mistakes. Also if something important not work correctly inside the system during gameplay in most cases you will have comprehensive answer in output log. If it happen you will look for bug inside blueprint code, you will be positively supprised that almost every variable, function and file have descriptive name, comprehensive tooltip and comments in code.
FOR SEQUENCES AND VIRTUAL PRODUCTIONS
Whole camera movement in Virtual Productions or Sequences can be easly done by Control Points and few clicks. Every walking, flying, swimming etc. objects like particles or birds design by few clicks.
FOR SHIPPING
If you prepare project for shipping, Advanced Control Points offer you Global Manager window to turn off every designer icons in the level. Every Part of the system is specially design for performance.
System has 41 default Actions for different types of moving, jumping, playing animations, rotating, changing a lot of settings, looping, spawning, destroying, particles creating or manipulating, camera manipulating, sound manipulating, debugging, triggering, and more.
You will find also 8 default Tasks for Trigger, so simply you can start/stop system on selected object or group of objects, destroy them, run concurrent action, completly override settings on any object, enable/disable player input (eg. for cutscenes) and more.
System is create as fully modular. Every part of the system is designed to be easly extended limited only by your imagination. Eg.
- simple Action can be create in 2 minutes
- simple Trigger Task can be create in 2 minuts
- simple Style can be create in 30 seconds (Control Point, Spawn Point, Spline, Spline Point)
- also Move Order, Occupied Procedure, Rotation Procedure, Settings Override, Spawn Chooser, Spawn Triggerator, Trigger Collision, Spawn Positioner, Spawn Rotator – all of them are simple and easly to create
Whole system is fully commented, nice nodes arranged, easly to read in blueprint and c++.
Whole system has very low entry threshold for new users.
Overview Map has 80 different examples of use, which are divided into characters, pure actors and in-game showcases.
You don’t need to know C++ at all.
Bluprint knowledge is important if you wish to extend the system.
No Blueprint and no C++ are required for using the system on the level design.
Unreal Engine Marketplace product page:
https://www.unrealengine.com/marketplace/en-US/product/d0256696a8ac4896923157649583138c
Discord support channel:
Demo build with overview map:
https://rosomakstudio.com/AdvancedControlPoints-Demo-1.8.0-[UE5.1.0].7z
YouTube Playlist with overview and tutorials:
https://www.youtube.com/@rosomakstudio