Ascent Combat Framework (ACF) is a multi-modules C++ Plugin that provides an extendable and easy to use framework to build your very own Action RPG in a short amount of time. It features everything you’d need to design and create a state-of-the-art fluid Ranged and/or Melee Combat System and supports networking.
Crafted by seasoned engineers with AAA game-industry experience, ACF has all the power of a professional, production ready C++ tool combined with the simplicity of a blueprint template, thanks to a full blueprint sample project that showcase all the functionalities.
NEW V3.3: 6/2023 – Added Vault & Mantle and improved locomotion!
NEW V3.2: 2/2023 – Added wave system and wave game mode!
NEW V3: 12/2022 – Completely Redesigned for UE5!
Links
NEW!!! ACF V3 RELEASE TRAILER
2.0 TRAILER
1.0 Trailer
FREE SAMPLE Project INCLUDED! Request it on our Discord (over 4500+ devs)!
DEMO BUILDED PROJECT: Try the Demo! (v2) – New demo will be released soon!
Discord
NEW! Request the FREE ACF ULTIMATE, a COMPLETE GAME made with ACF and Ascent Toolset and Ascent UI Tools, ready to be extended and customized! More info on our DISCORD: ACF Ultimate Video
FAQs
Why is different?
Its modular and generic architecture will let you create your very own gameplay avoiding that “garbage asset flipper” feel that most of the indie game have when made with pre-made assets. ACF gives the ability to the developer to shape his vision and build a polished and unique game experience.
Why should I pefer a ACF over a blueprint template ?
X – When you work with a blueprint template you often need to modify other’s people blueprints to adapt them to your vision. This results in a chaotic and unpredictable workflow in which at every update of the template you get your modifications overridden and you risk to lose all your hard work. In addicion, forcibly adding code to other people’s architecture will probably result in a chaotic and bug-prone code architecture that will make the development slower and frustrating.
V – With a C++ plugin you DO NOT NEED to touch it’s code at all, but you can work on top of ACF by extending it’s functionalities and using it’s modules. This will results in a perfectly decoupled codebase that can grow in size while maintaining a SOLID and reliable architecture that will scale without issues. Moreover the plugin is installed in the engine meaning that at every update your code remains untouched, resulting in a safe and reliable workflow. Organizing the codebase in “independent layers” is the most common way to work in the AAA industry because allows to re-use common logics in different projects speeding up signficantly the production process.
Do I need to know C++ to work with ACF?
Absolutely not. You are not supposed to touch the C++ code at all. ACF is built as an engine inside an engine so that you
can work on top of it in Blueprints-only projects.Everything is exposed to blueprint to be expandable without coding, so you’ll have all the power of a professional C++ Gameplay without touching a single line of code.