/Creature_UE4

Unreal Engine 4 Runtimes for Creature

Primary LanguageC++

Creature-Runtimes

This is the runtime for Creature, the advanced 2D Skeletal and Mesh Animation Tool. This runtime is for the Unreal Engine aka UE4 pipeline. It allows you to load in, play back and control your authored Creature Characters in the UE4 environment. Character playback and control are done through Creature's Blueprints enabled functionality.

For more information on how to use the runtimes, please head over to this site

Attention: Major Changes + Enhancements in Progress!

Due to the amazing work done by God of Pen here, we are currently in the process of integrating the new fancy Creature Editor along with our own performance improvements into the new Creature runtimes.

Getting to the old, stable runtimes:

The current documentation on the Creature website pertains to the old set of Creature runtimes. Not to worry, they are still accessible under the CreaturePluginOld directory.

Trying out the new fancy Creature Editor & Runtimes:

The directory containing this is called CreatureEditorAndPlugin. Most of the concepts from the old runtimes apply to the new ones so it should not be too big of a change. However, you will get access to some fancy new features, including the CreatureAsset, CreatureMeshComponent, new UI and a state machine.

What is the roadmap ahead for Creature Runtime development?

Most of the new work will now be focused on the files in CreatureEditorAndPlugin.

How about documentation?

Documentation will be in soon. Although if in doubt, stick to the older runtimes first. They will always be there for backwards compatibility. Stay tuned for some exciting updates!

Dragon Demo

Non

The DragonDemo is an archive under the directory "DragonDemo", expand it to get the full project, runtimes etc. The Demo character is authored in Creature and exported out into UE4 using Creature's UE4 runtimes. Actual character gameplay is done using BP.

###Controls:

Move Left - a

Move Right - d

Breathe Fire - s

Prepackaged Plugin Code for Compilation

If you want to compile the plugins for a C++ project, I have included a Prepackaged archive that you can use to save you the steps in copying the files over and setting up the appropriate directory structures.

Look in the folder PrePackagePluginSetup for that archive.

The above documentation pertains to the old set of Creature runtimes. they are still accessible under the CreaturePluginOld directory.