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Race Kit - Blueprint Racing Framework

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  • started a topic [RELEASED] Race Kit - Blueprint Racing Framework

    Race Kit - Blueprint Racing Framework



    Release Date: 11/16/2016

    Hey All! I'm happy to introduce Race Kit, an easy to use racing system for any player type in new or existing games!

    With this system you can easily implement racing as a starting point for a racing game or as a drop in feature for your existing action or open world game. Just add the Race Kit Component to your actor, drag Race Kit Checkpoints and a Race Kit Manager in to your map, and you're good to go! Works with characters, vehicles, planes, boats, or anything that you would want to race!

    Happy to answer any questions you might have!

    Features:
    • Works with any type of racer
    • End to end and Lap race types
    • Supports any amount of races per map
    • Supports multiplayer
    • Racing statistics: Position, Lap, Lap Time, Best Lap Time, Race Time
    • Spline following Mesh Racer AI for pacing and testing races
    • UMG UI with scoreboard implementation


    Documentation/Issue Tracker: https://github.com/43KStudios/RaceKit

    Price: $24.99

  • replied
    Just watched this package is there ai and can add many ai opponents? I have my own AI but it follow same ai spline, which s problem and always almost same route

    Leave a comment:


  • replied
    Patch 1.1 Submitted

    Had to make a critical fix for the scoreboard not updating correctly, along with two new features!
    • Fixed all scoreboard entries not updating properly
    • Custom Racer Name support for UI
    • Allow Shortcuts option, on by default
    • Fixes for Overview map, and UI spacing issues

    Leave a comment:


  • replied
    Originally posted by Denmengel View Post
    Is there any type of basic obstacle avoidance?
    Currently there isn't. The AI by default doesn't have any collision enabled. In the current form it's meant as a way to drop in a couple racers and set pace times, like 1 min, 1 min 30 seconds, 2 mins, so you can test your race track with a sort of bar to see how well you're completing your track. This of course works with any character, vehicle, plane, boat, etc.

    That said, already a "real" vehicle AI has been the most requested feature so far and it's something I'd like to try to get in the kit for the next version. In the meantime you could look at combining my kit with another more robust AI asset from the marketplace.

    Leave a comment:


  • replied
    Is there any type of basic obstacle avoidance?

    Leave a comment:


  • replied
    Now Released!

    https://www.unrealengine.com/marketplace/race-kit

    Leave a comment:


  • replied
    Originally posted by Denmengel View Post
    Just a few questions. Are the countdown screen, lap counters, etc. optional?
    Can you add modifiers to the opponents like aggression, speed, Handling ?
    Can you have multiple routes (example....pit lanes)
    All of the UI is completely optional. You could choose to interact with the manager object only and implement whatever kind of interface you want. Also the race countdown is optional, you can start the race immediately without any countdown time.

    You could extend the opponent racer actor, but at the moment it's not meant as a robust racing AI, it's more of a way to test a track with other racers by setting a timed pace. It follows the spline path linearly.

    A pit lane would be possible. The race wouldn't be particularly aware of multiple routes, but I don't see why you couldn't have them just by setting checkpoints surrounding the different routes.

    Hope this helps!

    Leave a comment:


  • replied
    Just a few questions. Are the countdown screen, lap counters, etc. optional?
    Can you add modifiers to the opponents like aggression, speed, Handling ?
    Can you have multiple routes (example....pit lanes)

    Leave a comment:

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