About

Bring realistic projectile physics and material interactions into your game with a simple plugin. BulletForge delivers a comprehensive, energy based system for bullets and projectiles that is game ready out of the box. It provides simple configuration values and functions that you can cater to your game needs.

Features

  • Precise Kinetic energy tracking with real-time velocity updates

  • Configurable penetration, ricochet and material interaction mechanics

  • Dynamic tracer, hit, penetration, flyby, and ricochet effect system

  • Reactive events for hits, penetrations, ricochets, and flybys

  • Network ready architecture with server authority and automatic replication

  • Performance optimized tracing system

  • Plugin and play system utilizing components and interfaces to make your life easy!

Automatic Networking

Networking is made easy in BulletForge. It provides only the functions you need and automatically calls them on the server or clients. Just override the functions, implement the interface, and fire your bullet.

Global Settings

Global settings allow you to influence every shot and configure it for your materials

Ballistics Settings

Each bullet is defined by a data asset and implements several parameters to modify ricochets and penetrations uniquely. Bullets can be a single shot or multiple shots to simulate anything from pistols to shotguns.

Weapon Component

The main component of the BulletForge system that allows you to both fire bullets and create the effects for the weapon. It also creates impact effects for every hit with an overridable function.

Reactive Component

The reactive component provides the hit, penetration, flyby, and ricochet events to any actor. These events get called by BulletForge using RPCs automatically.

BulletForge Interface

This interface provides the basic functions required as well as optional functions to customize an actors penetration and ricochet mechanics. Utilize them to implement armor on an actor or force the actor to always ricochet bullets.

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