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WHAT MAKES HYPER BETTER THAN OTHER ASSETS ON THE
什么使得超级资产比其他资产更好?

MARKETPLACE?  市场?

Hyper Modules are your Premier Choice for Unreal Engine.
Hyper 模块是您在虚幻引擎中的首选选择。

1. Top-Tier Modularity: 1. 顶级模块化:

Hyper offers unmatched modularity in the Unreal Engine Marketplace. Select only the components you need, ensuring a streamlined and efficient development process.
Hyper 在 Unreal Engine Marketplace 中提供无与伦比的模块化。只选择您需要的组件,确保流畅高效的开发过程。

2. High-Quality, Organized Code:
2. 高质量、有组织的代码:

Our assets set the standard for quality and organization. With Hyper, you'll find clear, well-structured code, designed for segmented functionality. Every module is logically placed, enhancing clarity and ease of use. No spaghetti code here!
我们的资产为质量和组织设定了标准。使用 Hyper,您将找到清晰、结构良好的代码,专为分段功能设计。每个模块都被合理地放置,增强了清晰度和易用性。这里没有意大利面代码!

3. Robust and Reliable:
3. 坚固可靠:

Hyper Modules excel in crucial non-functional requirement areas such as: flexibility, maintainability, scalability, compatibility, usability, and performance. Opt for Hyper and invest in a resilient, adaptable solution for your projects.
超模块在关键的非功能需求领域表现出色,如:灵活性、可维护性、可扩展性、兼容性、可用性和性能。选择超模块,为您的项目投资于一个坚韧、适应性强的解决方案。
Choose Hyper Modules for reliability, quality, and unparalleled modularity in your Unreal Engine endeavors.
选择 Hyper 模块,确保您在 Unreal Engine 项目中获得可靠性、质量和无与伦比的模块化。

START SMALL, UPGRADE ANYTIME
从小开始,随时升级

Due to the versatile nature of Hyper Modules, I can provide various tiers for you to select the one that suits your requirements.
由于超级模块的多功能性质,我可以为您提供各种层次以供选择,以满足您的需求。
You can begin with the starter tier and assess its suitability. If you require additional features, you have the option to upgrade to the Plus or Pro tiers.
您可以从入门级开始,并评估其适用性。如果您需要额外功能,您可以选择升级到 Plus 或 Pro 级别。
If you've acquired a game template, you can enhance it by paying only the price difference between the tiers. For more details, please visit:
如果您已经获得了一个游戏模板,您可以通过支付各层之间的价格差异来增强它。有关更多详细信息,请访问:

EXISTING MODULE OWNERS ARE ELIGIBLE TO GAIN A FREE UPGRADE
现有模块所有者有资格获得免费升级

For existing clients, I have made sure that they can check for eligibility to get one of the MST's added to their vault. For all the details
对于现有客户,我已确保他们可以检查资格以获取其保险库中添加的 MST 之一。有关所有详细信息

THIS SYSTEM IS HUGE! HOW WILL I BE ABLE TO LEARN EFFICIENTLY?
这个系统太庞大了!我怎么能有效地学习呢?

I do provide Currently, I have a course for absolute basics of UE5 and one in the making for learning how to create a multiplayer survival framework.
我目前提供绝对基础的 UE5 课程,还有一个正在制作中的课程,教授如何创建多人生存框架。

UE5 Basics: UE5 基础:

Are you new to Unreal Engine and eager to grasp its fundamental principles? This course covers everything from understanding variables to unraveling the complexities of networking.
您是第一次接触虚幻引擎并渴望掌握其基本原理吗?本课程涵盖了从理解变量到揭开网络复杂性的一切。

Multiplayer Survival Framework Course:
多人生存框架课程:

This course will guide you through the process of crafting the foundation of a multiplayer survival game with Unreal Engine 5. We will start with the essentials, such as thinking out the architecture and setting up a map. From there, we will dive into the technical aspects, exploring the world of Unreal Engine's visual scripting through blueprints. You will gain proficiency in functions, macros, interfaces, variables, networking, and a wealth of other crucial concepts.
本课程将指导您通过使用虚幻引擎 5 打造多人生存游戏的基础过程。我们将从基本要素开始,比如构思架构和设置地图。然后,我们将深入探讨技术方面,通过蓝图探索虚幻引擎的视觉脚本世界。您将掌握函数、宏、接口、变量、网络以及许多其他关键概念的熟练应用。
The Survival Framework course helps to comprehend an extensive framework that also highlights "why" certain architectural choices are made with the goal to provide you with foundational knowledge.
生存框架课程有助于理解一个广泛的框架,还强调了为什么会做出某些建筑选择的目标,以便为您提供基础知识。

AM I REQUIRED TO USE YOUR OTHER ASSETS?
我需要使用您的其他资产吗?

Absolutely not. I am trying to provide the best building blocks for any of your projects. Feel free to adapt them as you see fit. I've made it as easy as possible to work on any type of project.
绝对不是。我正在努力为您的任何项目提供最好的基础。随意根据您的需要进行调整。我已尽可能地简化了任何类型项目的工作。

HOW LONG HAVE YOU BEEN WORKING ON THIS?
你已经在做这个工作多久了?

Good question. The answer is years! I do have over 10 years of experience now in Unreal Engine. Only in the past years, I have been working on these assets. So yes, that will mean if you have purchased my assets, you are using years of work to your advantage! I hope this helps you enable to focus on the creative side of the project.
好问题。答案是多年!我现在在虚幻引擎方面已经有超过 10 年的经验。仅在过去的几年里,我一直在处理这些资产。所以是的,这意味着如果您购买了我的资产,您正在利用多年的工作!我希望这可以帮助您专注于项目的创造性方面。

IS THE FRAMEWORK AS IS, OR WILL YOU ALSO MAKE QUEST AND DIALOGUE SYSTEMS FOR IT?
框架是原样的,还是您也会为其制作任务和对话系统?

The framework is as is, besides the fishing and save system. That is a promise from me to add in the Pro tier. I do not intend to add any other systems or at least will not promise it. Questing and dialogue will be for things like an RPG framework.
框架保持原样,除了钓鱼和保存系统。这是我向 Pro 层添加的承诺。我不打算添加任何其他系统,或者至少不会承诺。任务和对话将用于类似 RPG 框架的事物。

WHAT ENGINE VERSION DOES IT RUN ON?
它运行在哪个引擎版本上?

We have made the modules on the newest version. For now, it is 5.3.2. We chose the latest version to minimize problems with all the new features Epic made in the engine. Preferably with the current roadmap details we would like to base the template on 5.4 and probably stick with that version.
我们已经在最新版本上制作了模块。目前版本是 5.3.2。我们选择了最新版本,以最小化 Epic 在引擎中推出的所有新功能可能带来的问题。最好是根据当前路线图细节,我们希望基于 5.4 版本来制作模板,并可能坚持使用该版本。

WHAT ARE THE SYSTEM REQUIREMENTS?
系统要求是什么?

None of the technical components require a high-end system and should run without any significant performance impact.
技术组件中没有一个需要高端系统,应该可以在没有任何显著性能影响的情况下运行。
Nearly all performance impacts in the maps are assigned to the visual aspects of the map and related render settings. If you are targeting lower spec systems, consider adapting Lumen, VSM, bake lighting, simplifying meshes, and limiting texture size.
几乎所有地图中的性能影响都归因于地图的视觉方面和相关的渲染设置。如果您的目标是较低规格的系统,请考虑调整 Lumen、VSM、烘焙光照、简化网格和限制纹理尺寸。
In all example maps Lumen, VSM, and Nanite are enabled (UE5 Default). These settings do have a significant base impact. With these settings, a 3 or 4000 -series graphics card is recommended or something similar.
在所有示例地图中,Lumen、VSM 和 Nanite 都是启用的(UE5 默认)。这些设置确实具有重要的基础影响。建议使用 3 或 4000 系列显卡或类似产品。

CAN I MAKE AN MMO LIKE WOW WITH THIS?
我可以用这个制作一个像魔兽世界那样的大型多人在线游戏吗?

In regard to expectation management of developers that want to build an MMO: It is hard, and requires a lot of custom implementations. I made it as easy as possible but I do not support large-scale MMO by default since it most likely requires custom engine implementations and more. Multiple people in our community are doing a successful approach and are working on custom implementations like segmental replication and more. I think the most easy answer is: If you need to ask this question, the answer will probably be not for you. If there are any other creators who say it is all possible and easy... They are most likely not telling the whole story!
关于想要构建大型多人在线游戏的开发者的期望管理:这很困难,需要大量定制实现。我尽可能地简化了流程,但默认情况下不支持大规模多人在线游戏,因为这很可能需要定制引擎实现等。我们社区中有多人采取成功的方法,并正在进行像分段复制等定制实现的工作。我认为最简单的答案是:如果你需要问这个问题,答案很可能不适合你。如果有其他创作者说一切都是可能和容易的...他们很可能没有完全讲清楚整个故事!

IS THERE ANY MULTIPLAYER SDK LIKE STEAM OR EOS INTEGRATED?
有没有像 Steam 或 EOS 集成的多人游戏 SDK?

The system is multiplayer-ready. No lobby or connection services are preimplemented since that is a custom choice you want to make yourself. I also do not want to burden the project with custom C++ code and therefore be less adaptable and make it too complex for some. If you do want something like that, I recommend looking into Epic Online Services
系统已准备好多人游戏。没有预先实现大厅或连接服务,因为这是您自己想要做出的自定义选择。我也不想用自定义的 C++代码来拖累项目,因此使其不够灵活并使其对某些人来说过于复杂。如果您确实想要类似的功能,我建议您研究一下 Epic Online Services。
However, it is good to know that we are looking to create optional modules like this in the future.
然而,很高兴知道我们将来会考虑创建类似这样的可选模块。

IS IT BUG-FREEP
它是否没有 个错误?

The framework is in a good state. In large and complex systems like this is can happen bugs will arise that I did not foresee. If you are experiencing any, please report them and I will fix it asap. Bug fixes are prioritized on the impact it has.
框架处于良好状态。在像这样的大型复杂系统中,可能会出现我没有预料到的错误。如果您遇到任何问题,请报告给我,我会尽快修复。错误修复的优先级取决于其影响。

I AM MISSING A CRUCIAL FEATUREI ARE YOU GOING TO ADD IT?
我缺少一个关键功能,你打算添加吗?

Always let me know. If I really think it is crucial, I might add it. However, you should treat the template as is. It is good to know that this is a template, not a full game. The whole purpose of the template is to provide a foundation for you to build upon. This does not mean that no game development knowledge is required. On the contrary. If you want to utilize any assets you need to have the required skills to build upon it. Please utilize the documentation for it, and if needed the courses
始终让我知道。如果我真的认为这很关键,我可能会添加它。但是,您应该按原样处理模板。知道这是一个模板而不是一个完整的游戏是很好的。模板的整个目的是为您提供一个基础。这并不意味着不需要游戏开发知识。相反。如果您想利用任何资产,您需要具备构建的必要技能。请利用相关文档,如有需要,还可以参加课程。

WILL YOU KEEP MAKING MODULAR COMPONENTS AVAILABLEP
你会继续提供模块化组件吗?

Yes, I think the strength of my products is that they are highly modular. I will keep publishing separate products on the marketplace which people can choose without having to commit to a full template.
是的,我认为我的产品的优势在于它们具有高度的模块化。我将继续在市场上发布单独的产品,人们可以选择而无需承诺完整的模板。

THE PRICE IS WAY TOO HIGH! I WANT IT FOR FREE!
价格太高了!我想要免费的!

DID YOU MAKE EVERYTHING YOURSELF?
你是自己做的吗?

Nearly everything is made by me! However, I am also using amazing Epic Games content where I can. For instance, for my advanced locomotion framework, I've taken the Lyra animations as a base and adapted it.
几乎所有东西都是我制作的!但是,我也在我能够的地方使用了令人惊叹的 Epic Games 内容。例如,对于我的高级运动框架,我以 Lyra 动画为基础并进行了调整。
I also would like to reference some cool asset creators that publish CCO models which I occasionally use. Please support them where possible:
我也想提及一些很棒的资产创作者,他们发布的 CCO 模型我偶尔会使用。请尽可能支持他们:

IS IT EASY TO INTEGRATE SYSTEM X WITH SYSTEM Y?
将系统 X 与系统 Y 集成容易吗?

Determining how easy migration and integration isn't a straightforward 'yes' or 'no' answer. It depends on factors like
确定迁移和集成的简易程度并不是一个简单的“是”或“否”的答案。这取决于诸如
  • Your skills, 您的技能
  • System modularity, 系统模块化
  • Effort you're willing to invest, and more.
    你愿意投入的努力越多,收获也就越多。
While we've worked to make integration and migration simple, game development complexities shouldn't be underestimated. For example, a building system involves various aspects like interaction, inventory management, outlines, damage handling, etc.
尽管我们努力使集成和迁移变得简单,但游戏开发的复杂性不容小觑。例如,建筑系统涉及诸如互动、库存管理、轮廓、伤害处理等各个方面。
Migrating with Hyper assets is often easier than using custom ones. We provide documentation, tutorials, and videos for Hyper product migration. However, these resources don't cover external systems; you'll need to handle that independently if needed. The documentation-and-tutorials channel gives insights, and I've ensured clear outlines for connections to other systems, like inventory calls, adaptable to your own systems. In the support forums I am always happy to give pointers.
使用 Hyper 资产进行迁移通常比使用自定义资产更容易。我们为 Hyper 产品迁移提供文档、教程和视频。然而,这些资源不涵盖外部系统;如果需要,您将需要独立处理。文档和教程渠道提供见解,我已确保清晰概述与其他系统的连接,如库存调用,可适应您自己的系统。在支持论坛中,我总是乐意提供指引。

IF YOU ARE DEVELOP RPG, SHOOTER, AND OTHER MODULES IN THE FUTURE. WILL THEY BE COMPATIBLE?
如果您将来开发 RPG、射击游戏和其他模块,它们会兼容吗?

The whole idea of the Hyper assets is that it is highly modular. I intend other modules to be easily compatible on the same engine versions.
超级资产的整个理念是高度模块化的。我打算让其他模块在相同的引擎版本上轻松兼容。

WHAT YOU CAN EXPECT FROM OFFICIAL SUPPORT.
官方支持可以为您提供什么。

There are thousands of people in the Games by Hyper community. To be able to offer the best support possible the following guidelines apply:
在 Hyper 社区的游戏中有成千上万的人。为了能够提供最好的支持,以下准则适用:

Official Support Expectations
官方支持期望

  • Community support forums after verification
    社区支持论坛验证后
  • Downloadable written documentation
    可下载的书面文档
  • Technical walkthrough videos when available on certain specialized topics
    在某些专业主题上提供技术演示视频时
  • Bug fixes (prioritized by impact)
    错误修复(按影响程度优先)
  • Engine updates for at least 3 years after the publishing date or until drastic engine changes (e.g. UE6)
    引擎更新至少在发布日期后的 3 年内进行,或者直到发生重大引擎更改(例如 UE6)
  • Option to buy custom support at an hourly rate. Discounted per 5 hours.
    按小时购买定制支持的选项。每 5 小时享有折扣。

What is not included in standard support?
标准支持中不包括什么?

Several examples fall outside the scope of default support and should not be anticipated:
有几个例子超出了默认支持范围,不应该被预期:
  • Custom integration support
    定制集成支持
  • Bug fixes that arise in your project only after manually changing the code
    在您的项目中只有在手动更改代码后才会出现的错误修复
  • Personal chat or video calls for any inquiry like advice on your project
    个人聊天或视频通话,询问任何问题,比如关于您的项目建议

Additional, non-official support I might offer:
额外的,非官方支持我可能提供:

In certain exceptional cases and subject to my availability, I may provide extra assistance on a complimentary basis. However, this is not guaranteed or obligatory. I am more inclined to offer time for this if you approach the situation with respect and kindness:
在某些特殊情况下,并且在我有空的情况下,我可能会免费提供额外的帮助。然而,这并不是保证或义务。如果您以尊重和善意的态度处理这种情况,我更倾向于为此提供时间。
  • Offering abstract integration advice for your custom projects, provided your question aligns with support guidelines.
    为您的定制项目提供抽象集成建议,前提是您的问题符合支持指南。
  • Providing personal-level pointers
    提供个人级别的指导
  • Aiding in identifying the cause of bugs occurring in your project after integrating with one of Hyper's assets
    在将项目与 Hyper 的资产集成后,帮助识别错误发生的原因
  • Conducting a personal voice call to offer guidance in your custom integration project.
    进行个人语音通话,为您的定制集成项目提供指导。

IF THERE IS AN UPDATE, SHOULD I UPDATE MY OWN PROJECT?
如果有更新,我应该更新自己的项目吗?

If you're currently deep into your production with Hyper V2 modules, the decision to upgrade depends on several factors:
如果您目前正在深入使用 Hyper V2 模块进行生产,升级的决定取决于几个因素:
  1. General Advice for Active Projects:
    活跃项目的一般建议:
  • In normal development situations, especially when actively programming, it's generally advised not to update. External updates from Unreal Engine or any marketplace asset can potentially conflict with your ongoing work, considering the frequent changes to your own architecture.
    在正常的开发情况下,特别是在积极编程时,通常建议不要更新。来自虚幻引擎或任何市场资产的外部更新可能会与您正在进行的工作发生冲突,考虑到您自己架构的频繁更改。
  1. Easy Update if you did not change any code:
    如果您没有更改任何代码,可以轻松更新:
  • If you've primarily worked on the environment or something similar and haven't extensively modified the code of Hyper Assets, updating can be relatively straightforward.
    如果您主要在环境或类似环境上工作,并且没有广泛修改 Hyper Assets 的代码,更新可能相对简单。
  1. Important Notes for Updating:
    更新的重要注意事项:
  • Always make a backup and use version control before attempting any update.
    在尝试任何更新之前,始终进行备份并使用版本控制。
  • Note that I cannot provide assistance in the updating process, and I don't maintain a log of every specific node change due to the extensive nature of updates.
    请注意,由于更新过程的复杂性,我无法提供更新过程中的帮助,并且我也不会记录每个特定节点更改的日志。
  1. Updating Your Current Project:
    更新您当前的项目:
  • If you haven't changed any code, consider removing all Hyper files, migrating, and integrating them anew.
    如果您没有更改任何代码,请考虑删除所有超文件,迁移并重新集成它们。
  1. Additional Considerations:
    额外考虑事项:
  • Document any changes you make to my specific code.
    记录您对我的特定代码所做的任何更改。
  • Ensure your own data tables are backed up before updating.
    确保在更新之前备份自己的数据表。
  • Maintain the same folder structure to avoid overwriting files if they've been moved.
    保持相同的文件夹结构,以避免移动文件时覆盖文件。
  1. Product Philosophy: 产品理念:
  • My products are sold "as is" and aren't regularly updated with new features. Updates focus on bug fixes and incremental improvements. You purchased a system for specific reasons in that current state while not expecting constant feature updates.
    我的产品是按原样出售的,不会定期更新新功能。更新主要集中在修复错误和逐步改进上。您购买了一个系统,出于特定原因,而不是期望不断更新功能。
  1. File Structure and updating:
    文件结构和更新:
  • I aim to keep the file structure consistent for easy migration. However, if deemed necessary I can change. When you have the same versions and file structures, you can migrate the new files over your existing project but be aware that this will overwrite any changes in the code and the data table.
    我旨在保持文件结构一致,以便轻松迁移。但是,如果被认为有必要,我可以进行更改。当您拥有相同的版本和文件结构时,您可以将新文件迁移到现有项目中,但请注意,这将覆盖代码和数据表中的任何更改。
  • After migration, re-add your custom additions and reimport your own data table.
    迁移后,请重新添加您的自定义内容并重新导入您自己的数据表。
  • In the new updates I have changed the file structure I have created a Core folder that includes all the fundamentals of the architecture of an asset. E.g. Datastructures,
    在新的更新中,我已经更改了文件结构,我创建了一个包含资产架构所有基础的核心文件夹。例如数据结构。
Abstract Classes, Interfaces, etc. All the implementations are outside of the core files Because of these changes, you cannot overwrite the files with older products easily.
抽象类、接口等。所有的实现都在核心文件之外。由于这些变化,您不能轻松地用旧产品覆盖文件。

8. Selective Code Integration/Cherry picking
8. 选择性代码集成/挑选

  • For those deeply immersed in their projects, having implemented substantial code modifications, selectively picking specific portions of code for integration into your own project can be a strategic approach. This method proves beneficial for advanced users, allowing them to leverage the advantages of the new template while preserving their existing project structure.
    对于那些深度投入项目并实施了大量代码修改的人来说,有选择地挑选特定代码部分集成到自己的项目中可能是一种策略性方法。这种方法对于高级用户来说非常有益,可以让他们利用新模板的优势同时保留其现有项目结构。
  1. Conclusion:  结论:
  • Generally, updates may not be necessary. Consider the outlined steps carefully if you decide to update, ensuring the smooth integration of the latest assets into your project.
    通常情况下,更新可能并非必要。如果您决定更新,请仔细考虑所概述的步骤,确保最新资产顺利整合到您的项目中。

  1. I aim for maximum accessibility of MST for you, ensuring that you can select the tier that aligns with your budget and desired features. The starter tier is extra cheap to make sure most have a good option. It is good to know
    我致力于为您提供 MST 的最大可访问性,确保您可以选择与您的预算和所需功能相一致的层级。起始层级价格极为便宜,以确保大多数人都有一个不错的选择。知道这一点很重要。
    if you need more functionalities.
    如果您需要更多功能。