UE 5.3 – 5.7 | File size: 6.1 GB
Vast 16 km2 environment with a library of 160 different assets makes it possible to create dense and varied nature areas and with a help of PCG/blueprint and premade level actor systems, you can do this in a matter of seconds. This pack supports all of the latest features like Nanite, Lumen, Virtual texturing, World Partition and Procedural Content Generation.
UE 5.3 - 5.4 | File size: 328 MB
Inside this pack, there are artificial intelligences for customers, couriers, and cleaners. Customers can interact with their surroundings to make purchases, and then queue up in front of the cashier. Cleaners are constantly busy cleaning the area, while couriers deliver packages to customers when they make a purchase.
UE 5.6 | File size: 1.67 GB
Render tens of thousands of skeletal meshes without pain directly within Editor with very little CPU consumption. no need for customized material, just adjust your SkeletalMesh's LODs, make an SkelotAnimCollection DataAsset and then use SkelotComponent. well optimized as light as InstancedStaticMeshComponent. highly suitable for TopDown/RTS games.
UE 4.27 and 5.0 – 5.7 | File size: 16 MB
This pack is designed to give you all of the necessary non-combat animations that your shooter or RPG needs: Drinking potions, picking up items, equipping rings or necklaces, accepting quests, bandaging your wounds, taking pills or adrenaline shots or using electronical devices.
UE 4.27 and 5.0 – 5.6 | File size: 33 MB
The Mobility Starter - Animation Pack by Mocap Online offers a smaller, focused subset of animations from our comprehensive Mobility Pro Pack. Perfect for indie developers or smaller-scale projects, this pack provides essential animations for lifelike character movement, including walking, jogging, crouching, jumping, aim offsets, and smooth transitions. If you need more extensive options, check out the full Mobility Pro Pack for over 235+ animations.
v3.0 (5.5) / v2.0 (5.4) | File size: 1.35 GB
Render tens of thousands of skeletal meshes without pain directly within Editor with very little CPU consumption. no need for customized material, just adjust your SkeletalMesh's LODs, make an SkelotAnimCollection DataAsset and then use SkelotComponent. well optimized as light as InstancedStaticMeshComponent. highly suitable for TopDown/RTS games.