Ascent Combat Framework [Runtime]: The core of the combat system
Actions System [Runtime]: generic system to handle new gameplay abilites and skills
Character Controller [Runtime]: A set of generic controlelrs that works with both humanoid and quadruped creatures
AIFramework [Runtime]: create and customize enemies and companions behaviors
Camera Manager [Runtime]: Manages all the in camera movements
Targeting System [Runtime]: Lock on or magnetic targeting
Advanced RPG System [Runtime]: Create your own stats and attribtues and design your leveling system
Collisions Manager [Runtime]: To handle precise and optimized damage traces
Combined Animation System [Runtime]: to play combined animations between 2 characters
Executions System [Runtime]: An extensions of Combined Animations System, specifically for executions
Inventory System [Runtime]: generic inventory and quipment system that allows you to create your own equipment slots. Works also for storages and world items
Crafting System [Runtime]: Generic implementations for Vendors, procedural storage and recipes to craft new items by combining others
Spell Actions [Runtime]: Implementing specific actions for spells like damage projectiles, healing, buffs and summoning
Automatic Save System [Runtime]: automatically save & load of all the marked variables in a separated Thread for maximum performance and with a single blueprint node
MountSystem [Runtime]: Generic way of mounting other characters and vehicles
Vehicle System [Runtime]: Chaos Vehicle specialization already set up to be driveable by an ACF character.
Music Manager [Runtime]: Manage music changes between battles and quiet exploration phases
Ascent Core Interfaces [Runtime]: Generic module defining all the projects interfaces
Ascent Editor Extensions [Editor]: Editor extensions for shortcuts to create actions and actionsSets