omg thank you so so much!! after playing sifu I wanted to make a game like that but couldn't find any tutorials but this is exactly what I was looking for
Dude, I love this! The way you describe this and what you're thought process is during steps is brilliant. You've earned my sub. Love the methodical approach and sections where you show multiple different ways to go about a step/problem.
Dude do you know you come to the right time for me ? i'm making a game heavily inspired by Sifu and Sekiro, and you poped in my recomandation like a angel !
Bro, you are my saver. My first language is Spanish, and I'm learning English. Your tutorial is not for beginners, but the way you explain everything is excellent. Keep going. You got my subscription.
Hi, you are doing amazing stuff here I want to give you a little tip that would help 13:00 instead of using "Switch on INT" and repeating the same nodes again and again you can use "select" "Select" and "Switch" are almost the same, but "switch" is useful for different nodes for each integer "Select is useful when you use the same does but with different inputs based on integer In your example you can just grab "select" node out of "Num" input Thanks 👍👍
Thanks for the tip! This is definitely useful to make the system easier to understand and much smaller. There’s definitely a lot I could have done to improve the system looking back on it.
Overall looks great ! @ 7:00 you make structure for one single variable type, you don't need to make that, make map to IntPoint structure on key (index) and animontage on value, if you need more data than animontage in futur, you can use structure, but not for one single variable. And IntPoint for key, because you use 2 integers to define a montage, so use X to combo and Y to num. "Find attack montage" part, by making the changes previously indicated, you just need to do a find on your map, split the intpoint pin and connect combo and num respectively on X and Y, and use montage output pin to return, That's all. (And Append node have Add pin, so you can add more pin, you don't need make append on append) "Finish setting up combo system" part, you don't need a switch int and copy past all same code for all switch case, you can juste use one time the code and use AttackCounter variable directly to "FindActtackMontage" function (with +1 if needed).
For the structure we add onto it later on with a lot more important information. And the switch part is actually a valid point which I completely overlooked to be honest. Thanks for your feedback on this as I made it a while ago and it no doubt needs a slight upgrade and a few improvements.
Finally someone who makes a Combat System with hand to hand Combat. Love it 🙂 Absolutely the Tutorial Series i need for my Gameidea 😎 and please make a tutorial about stances and how to switch beetween them i would apreciate that, and please without weapon using.. please stay on the Unarmed Section 😅
@@MrKnowBodyUE5 Hi, if you are free to help I have a question how can I make a weapon switch with that inventory system, I tried to make it myself but it didn't go well, so I was hoping that you could assist me if you have some time to spare.
Can you make another version of this tutorial where you explain why you are doing things at each step? To me you are just saying what you are doing but no explaining the rationale. I'm not complaining, just asking for more help. Thanks.
It kinda makes sense the more you practice but I get what you're saying I wanna know why instead of just what that particular node does sometimes he does explain but you still feel like it's a whole world of information left to learn
Hey just fyi, the discord link doesn't seem to be working! But I am trying to make a game using the new UE Animation Sample Project as a base, and even after retargeting animations, I still can't find the Anim Notify_Attack combo from 18:00. The base Event Graph is very different from the standard layout so maybe that could be the issue. Any ideas? Thanks for all your hard work on these videos!!
Thanks for the tutorial ❤ If you don't mind can you explain why did you use delay after "do once" , and why did you use do once ❤?❤ Thanks in advance ❤
So the do once is because when spam clicking the attack button you only want to do 1 attack until you’re able to do the next and the delay is because I was running into some issues without you might not have these though so you can remove the delay if you wanted to!
Hi. Nice interesting system. A couple of details that you may not be aware of: @12:25 you will not want to return out of the For Loop like that. You need to finish the loop or break it. It would be best to use a For Each Loop With Break and put a Sequence on that Return with pin 1 going into Break.
No, you want to return as early as possible, and the way done in the video is correct. You don't need to finish a loop to cancel it. Not it in Blueprints nor in code. Calling Break, then Return means you're wasting processing time calling extra nodes in the for loop. The loop inner properties and nodes belong to the function, because it's a macro. That means that returning from the function cancels the macro as well as the whole function, which is what the logic intended, so it's correct. You can test this behavior by adding print strings and checking what's printed whether you return or not.
I also have similar problem I'm using the third person but with a mesh from marketplace and I can't get the anim notify in the animation blueprint either ?
I was able to add the "attack combo next" notify to ABP_Manny_Postprocess. How is Postprocess different than the normal ABP? I never bought animations from the marketplace before.
Epic tutorial I run into an issue though The first input i put in does two attacks automatically, as if i continued the combo I can't find why Any idea?
Would appreciate some help at 18:00 when at the anim notify stage for some reason nothing shows up when I try to search it is there something extra im supposed to do to be able to see animnotifs
Most likely you’re using a different skeleton on the animation and the animation blueprint (ABP_Manny) so you’d want to either retarget the animation to the same skeleton as the animation blueprint or make a new animation blueprint using the same skeleton as the animation. Dm on discord if you want any help with it!
@@MrKnowBodyUE5 Appreciate the help! That's exactly what it was I managed to change my animbp skeleton and now its working fine keep up the great videos!
at Minute 23:55 can i change the random integer Note with a normal integer Note and add a second combo with another button? for example i make 1 combo for key E and another combo for Key F ?
I've just followed until 19:24 but when I press the button the anim doesn't play properly, the character moves but the the arms and legs do nothing, i've noticed the next section covers foot Ik but i also need to fix arm/hand Ik. I'm not sure where I went wrong???
So I have this animation of a punch and when it plays my character floats for the duration of the animation....the animation is outsourced....if someone could help me please do!
i did this on the new animation sample that came out,, works almost perfect with the animations i have imported but some times it plays some times does not,, its random. I think i screw it at 17:33 because im not on 3rd person shooter project :(
I’m not really sure on the issue as I haven’t actually played the sample template yet so I don’t know how it’s different from the third person template so I’m afraid I can’t help you out
hey bro i need help, @18:37 i dont have the character so i cant get or set it, i tried right clicking and searching, but there is nothing as character, what do i connect the attack next and combo end with?
You just need to cast to your player character. In this example our player character is the “Bp_ThirdPersonCharacter” so we do a cast to Bp_ThirdPersonCharacter. Then there will be a blue pin which is an object reference that in this example says “As Bp_ThirdPersonCharacter” right click that and select “Promote to variable” this will then create the character variable that you connect to “Combo Next” and “Combo End”
@@MrKnowBodyUE5 also i dont have control rig and i also dont have it as an option when i right click to add it even if context sensitive is checked or unchecked, but my everything else is okay except i have the foot issues, will rigidbody work instead of control rig?
@@MrKnowBodyUE5 bro i am having foot ik issues, the more i attack, the more my character is jsut kneeling down, i dont have control rig so maybe the second method won't work for me, but the first method was to delete control rig but i dont have control rig; any solution?
What if I don’t want the combos to be random, but instead I want them to follow up after an attack. Say for ex I have a button that makes you punch once, and another button that makes you kick, what if I want to make it so that the I could press the punch button than another button, and finally the kick button to do a combo? I already set up the combo input action, I just don’t know what to do with the blueprints
im new to the ue5 . do you have ideas to replace the default mannequin to metahuman with this combat system ? cuz i tried and my feet just froze . ive been looking for a solution .
I’m not really sure about that, you’ve got to make sure that all parts of the meta human are attached to eachother in the correct way. Try using the template blueprint unreal provide with the meta humans for reference and maybe look up a few tutorials how to replace the third person character with the meta human. Best of luck!
@@MrKnowBodyUE5 i figured it out the animations didn't match the skeleton so the notify didn't show but it shows when I restarget them to the correct skeleton
The part where you first go to test the punch animation, my character just does the one punch but all the walking and etc anims dont work...pls help because I've redone this tutorial 5 times to every point and i dont get the same results
I’ve never come accross that issue before and I’m not too sure what you mean. Could you join the discord and provide me with a video of your entire project so I can look through it? Thanks!
I started with the same base project, why is it when adding the animnotify, it only shows up if I deselect "Context Sensitive> This Blueprint" I followed all steps to a T on default third person game
@@MrKnowBodyUE5 thanks! The montage skeleton is rooted to Quinn, but it’s a post process blueprint Quinn so I’m hoping getting that sorted out fixes it😄
Hey man, I'm trying this out with a character i got from Mixamo and I set up the character's BP and AMBP, followed the tutorial and the attack animations aren't playing. the Skeletal Meshes are all correct and everything seems to be compiling properly, the Print String Nodes I place throughout the blueprints fire, so the nodes i think are running correctly. the animation just doesn't occur?
There was a error on event combo end. after playin those animation its never return Attacking value to False if player Intrup the combo by moving Its not possible to attack again.
Hi bro. How did you immediately import the asset for the unreal engine 5 skeleton? I have exactly the same asset, but when importing, I get a skeleton of version 4
So I retargeted it before hand, if you’re using the 3rd person template you can just select all animations right click press retarget and then select the one for ue4-ue5
@@MrKnowBodyUE5 Well, how can I not lose the folders at the same time? usually, when retargeting, everything is thrown into one folder. do I need to sort everything manually or is it possible to automate it somehow?
Make sure your notifies are correct, make sure on the combo next notify you’re calling the combo event and not the attack event. Make sure all of the strings and integers are correct and make sure the code is the same.
Im at the end 24:58 when i press attack it does the first 2 anims straight away off the first press then the 3rd on second press (I only used 3 in my combo not 5) any ideas why?
I would like that when pressing the attack button just once, only the first animation would be executed and when pressing the attack button twice the combo num1 and 2 would be displayed, in a responsive way, could you advise me how to implement this?
hey, i think i am missing something, when i add the notification to my animation it doesn't show up in the ABP. is their any possible reason why that could be ?
Most likely you’re using a different skeleton on the animation and the animation blueprint (ABP_Manny) so you’d want to either retarget the animation to the same skeleton as the animation blueprint or make a new animation blueprint using the same skeleton as the animation. Dm on discord if you want any help with it!
So it’s just so you can easily set it, if you want to be able to attack or not. Also if you have a system where you have to unlock attacking. Also we actually end up using it in the last part lol
@@MrKnowBodyUE5 thanks for the response :) I suspected that might be the case. Another thing I'm noticing that if I spam clicks before my first animation starts, my character will do the first 2 animations even though its not between the 2 AM notify events
@@Suffi8150 It will have a health and death system for both the player and enemy however we might do a weapon system but it all depends how the series goes.
When I try to call on the Notifies in the Animation Blueprint, they simply either don't show up, or don't have the names I've given them. Can someone please help me?
Most likely you’re using a different skeleton on the animation and the animation blueprint (ABP_Manny) so you’d want to either retarget the animation to the same skeleton as the animation blueprint or make a new animation blueprint using the same skeleton as the animation. Dm on discord if you want any help with it!
Hi, thanks for the cool tutorial! Unfortunately, however, I have a problem that I just can't understand: my "Attack Counter" Int is not being changed. I've now watched the video at least three times from beginning to end, checked every node, but the "Switch on Int" node never gets to "1" and stays constantly at 0. If I set the default value of "Attack Counter" to 1, it works for one click and then switches back to "0" (and stays there). I would appreciate some help, because this tutorial series is exactly what I need and for now it's very understandable (which makes the problem so much worse, haha, because the logic MAKES sense, but still ..) By the way, I'm not able to join your Discord because the verification page does not work and redirects me to an error message when I try to verify myself. 🫠
For the discord shoot me a Dm and ill verify you, as for the issue are you using the montage notify correctly, you should be calling the attack next notify and in the animation blueprint the event should be linked up to the combo attack event.
Make sure you watch over the video and do everything correctly. Anymore issues join the discord and post it in the help section for some additional support.
Stay tuned for part 2 where we go over motion warping and collsions!
omg thank you so so much!! after playing sifu I wanted to make a game like that but couldn't find any tutorials but this is exactly what I was looking for
No problem!
This Series needs to be at the top of searches, so much better then the "10 minute" Quick tutorial shit, thanks for the clear explanation!
I have been looking for this for months, im glad you put in on, im am forever your fan!
That’s awesome to hear thanks!
Dude, I love this! The way you describe this and what you're thought process is during steps is brilliant. You've earned my sub.
Love the methodical approach and sections where you show multiple different ways to go about a step/problem.
Dude do you know you come to the right time for me ? i'm making a game heavily inspired by Sifu and Sekiro, and you poped in my recomandation like a angel !
Thanks for the support! Good luck on your game
Finally
I found my favourite TH-camr ❤️❤️❤️❤️❤️❤️❤️
I’m appreciate that
this series is an actual Gem.
Glad you like it
Bro, you are my saver. My first language is Spanish, and I'm learning English. Your tutorial is not for beginners, but the way you explain everything is excellent. Keep going. You got my subscription.
Glad to hear that
wow..i was looking for a combat system .. waiting for second part
Don’t worry I’ll get it out ASAP
Amazing! I'm setting my fighting game with your coding logic, thats perfect, I've subscribed your channel, appreciate for your videos!!!!
Awesome, thank you!
Hi, you are doing amazing stuff here
I want to give you a little tip that would help
13:00 instead of using "Switch on INT" and repeating the same nodes again and again
you can use "select"
"Select" and "Switch" are almost the same, but "switch" is useful for different nodes for each integer
"Select is useful when you use the same does but with different inputs based on integer
In your example you can just grab "select" node out of "Num" input
Thanks 👍👍
Thanks for the tip! This is definitely useful to make the system easier to understand and much smaller. There’s definitely a lot I could have done to improve the system looking back on it.
@@MrKnowBodyUE5 Good luck 👍👍
That's exactly what I was looking for!
thanks a lot man 🙏🙏
Glad to hear that!
very useful compared to other combat systems tutorial out there. Thank you
Glad it helped!
I agree with you. Quite early and such sensitive info is covered. Well done
Highkey, your videos are helping me to understand BP much more. Thank you for these!
No problem! Feel free to message me on discord if you have any questions about the engine. mrknowbody_
I have to watch this once I get home from work
Enjoy!
This is a great topic to cover for such an early point in your channel :) I look forward to watching them!
Glad you think so!
your litteraly an inspiration for me keep it up !
Thank you so much
Overall looks great !
@ 7:00 you make structure for one single variable type, you don't need to make that, make map to IntPoint structure on key (index) and animontage on value, if you need more data than animontage in futur, you can use structure, but not for one single variable. And IntPoint for key, because you use 2 integers to define a montage, so use X to combo and Y to num.
"Find attack montage" part, by making the changes previously indicated, you just need to do a find on your map, split the intpoint pin and connect combo and num respectively on X and Y, and use montage output pin to return, That's all. (And Append node have Add pin, so you can add more pin, you don't need make append on append)
"Finish setting up combo system" part, you don't need a switch int and copy past all same code for all switch case, you can juste use one time the code and use AttackCounter variable directly to "FindActtackMontage" function (with +1 if needed).
For the structure we add onto it later on with a lot more important information. And the switch part is actually a valid point which I completely overlooked to be honest. Thanks for your feedback on this as I made it a while ago and it no doubt needs a slight upgrade and a few improvements.
this is what i needed for my project, thanks man. keep it up!!
Glad I could help!
Finally someone who makes a Combat System with hand to hand Combat. Love it 🙂 Absolutely the Tutorial Series i need for my Gameidea 😎 and please make a tutorial about stances and how to switch beetween them i would apreciate that, and please without weapon using.. please stay on the Unarmed Section 😅
Could you explain with an example of what you mean by different stances? Thanks for the support!
@@MrKnowBodyUE5 i join your discord and then i explain it to you 😎
Cool 👍
My Man, You started a Gold Series!🤯🤯
Thank you so much!
@@MrKnowBodyUE5 Hi, if you are free to help I have a question how can I make a weapon switch with that inventory system, I tried to make it myself but it didn't go well, so I was hoping that you could assist me if you have some time to spare.
Add me on discord: mrknowbody_
@@MrKnowBodyUE5 Sent
Can you make another version of this tutorial where you explain why you are doing things at each step? To me you are just saying what you are doing but no explaining the rationale. I'm not complaining, just asking for more help. Thanks.
Yes this is something that I do need to do however I’m not very good at it lol
Join the discord and you can ask any questions you need!
It kinda makes sense the more you practice but I get what you're saying I wanna know why instead of just what that particular node does sometimes he does explain but you still feel like it's a whole world of information left to learn
@@art0ni641 Yeah that's a good point! If you have any questions about what anything does feel free to messge me!
@@MrKnowBodyUE5 yeah for now I'm just following along I think I'm learning more as I progress through each video
Hey just fyi, the discord link doesn't seem to be working! But I am trying to make a game using the new UE Animation Sample Project as a base, and even after retargeting animations, I still can't find the Anim Notify_Attack combo from 18:00. The base Event Graph is very different from the standard layout so maybe that could be the issue. Any ideas? Thanks for all your hard work on these videos!!
Bring more of this content I needed, if possible, bring a fighting style from Mortal Kombat Armagedoon
Thanks will do! Might do something like mortal kombat
@@MrKnowBodyUE5 Thanks
Nice bro, waiting it❤
Thanks 🔥
Thanks for the tutorial ❤
If you don't mind can you explain why did you use delay after "do once" , and why did you use do once ❤?❤
Thanks in advance ❤
So the do once is because when spam clicking the attack button you only want to do 1 attack until you’re able to do the next and the delay is because I was running into some issues without you might not have these though so you can remove the delay if you wanted to!
Hi. Nice interesting system. A couple of details that you may not be aware of:
@12:25 you will not want to return out of the For Loop like that. You need to finish the loop or break it. It would be best to use a For Each Loop With Break and put a Sequence on that Return with pin 1 going into Break.
Thank you!
No, you want to return as early as possible, and the way done in the video is correct. You don't need to finish a loop to cancel it. Not it in Blueprints nor in code.
Calling Break, then Return means you're wasting processing time calling extra nodes in the for loop.
The loop inner properties and nodes belong to the function, because it's a macro. That means that returning from the function cancels the macro as well as the whole function, which is what the logic intended, so it's correct.
You can test this behavior by adding print strings and checking what's printed whether you return or not.
Can you help me at 18:38 I don't see the Anim Notify Attack and the Anim Notify ComboEnd I have character from unreal market
I also have similar problem I'm using the third person but with a mesh from marketplace and I can't get the anim notify in the animation blueprint either ?
If anyone still has this issue make sure to use just Notify and not Montage Notify
amazing!!!
Thank you!!
I was able to add the "attack combo next" notify to ABP_Manny_Postprocess. How is Postprocess different than the normal ABP? I never bought animations from the marketplace before.
Epic tutorial
I run into an issue though
The first input i put in does two attacks automatically, as if i continued the combo
I can't find why
Any idea?
We fix this in part 2.
@@MrKnowBodyUE5 Thanks so much
Has issue, if complete combo 1 2 3, when IA Attack execute attack again once it will combo 1 and 2 execute in once click
Would appreciate some help at 18:00 when at the anim notify stage for some reason nothing shows up when I try to search it is there something extra im supposed to do to be able to see animnotifs
Most likely you’re using a different skeleton on the animation and the animation blueprint (ABP_Manny) so you’d want to either retarget the animation to the same skeleton as the animation blueprint or make a new animation blueprint using the same skeleton as the animation. Dm on discord if you want any help with it!
@@MrKnowBodyUE5 Appreciate the help! That's exactly what it was I managed to change my animbp skeleton and now its working fine keep up the great videos!
Thanks! Glad it worked!
Amazing had same problem also fixed for me great video too 👍
@@MrKnowBodyUE5 Is there any other way I'm using the sandbox character from 5.4 I'm not getting the anim notify
bro does this method will work on the new game animation sample project ?
It will work yes, but in some cases like for the blocking the method I use will not work.
@@MrKnowBodyUE5 bro but there is no 17:34
in cbp sand box charecter
@@MrKnowBodyUE5 plz do how to do in game animation samples
when i attack i can only attack once for some reason how do i fix this
The === equal exactly string is screwing me up i can’t connect it
Are they both strings?
@@MrKnowBodyUE5 yes can I send you a screenshot?
And in execute loop body there’s an error with integer
at Minute 23:55 can i change the random integer Note with a normal integer Note and add a second combo with another button? for example i make 1 combo for key E and another combo for Key F ?
Yes so you can make E make the integer to 1 for example and k makes the integer 2 then link up both the set variables into the rest of the code
I've just followed until 19:24 but when I press the button the anim doesn't play properly, the character moves but the the arms and legs do nothing, i've noticed the next section covers foot Ik but i also need to fix arm/hand Ik. I'm not sure where I went wrong???
So I have this animation of a punch and when it plays my character floats for the duration of the animation....the animation is outsourced....if someone could help me please do!
very niceeeeeeeeeeeeeeeeeeeeee
Thanks!
i did this on the new animation sample that came out,, works almost perfect with the animations i have imported but some times it plays some times does not,, its random. I think i screw it at 17:33 because im not on 3rd person shooter project :(
I’m not really sure on the issue as I haven’t actually played the sample template yet so I don’t know how it’s different from the third person template so I’m afraid I can’t help you out
@@MrKnowBodyUE5 thanks anyway m8 for the tutorial, If you plan to make a tutorial for the animation sample that could be great!!!
Please it would be possible to send me the animation packs on Google drive
Sorry I can’t as I bought these from the epic games marketplace and sending you these wouldn’t be right legally and morally. Sorry :/
it doesn't matter thanks anyway
hey bro i need help, @18:37 i dont have the character so i cant get or set it, i tried right clicking and searching, but there is nothing as character, what do i connect the attack next and combo end with?
You just need to cast to your player character. In this example our player character is the “Bp_ThirdPersonCharacter” so we do a cast to Bp_ThirdPersonCharacter. Then there will be a blue pin which is an object reference that in this example says “As Bp_ThirdPersonCharacter” right click that and select “Promote to variable” this will then create the character variable that you connect to “Combo Next” and “Combo End”
@@MrKnowBodyUE5 also i dont have control rig and i also dont have it as an option when i right click to add it even if context sensitive is checked or unchecked, but my everything else is okay except i have the foot issues, will rigidbody work instead of control rig?
btw im following this in ue4.27.2; although everything else is fine, im just stuck here, pls help
@@MrKnowBodyUE5 bro i am having foot ik issues, the more i attack, the more my character is jsut kneeling down, i dont have control rig so maybe the second method won't work for me, but the first method was to delete control rig but i dont have control rig; any solution?
What if I don’t want the combos to be random, but instead I want them to follow up after an attack. Say for ex I have a button that makes you punch once, and another button that makes you kick, what if I want to make it so that the I could press the punch button than another button, and finally the kick button to do a combo? I already set up the combo input action, I just don’t know what to do with the blueprints
Can you make enemy combo system plz
I’m not sure what you mean by that?
@@MrKnowBodyUE5 just an enemy that do combos I guess when its attacked
Oh right, yes we will be doing this
On 19:00 it doesn’t shot that box to put the animation in how do I fix?
im new to the ue5 . do you have ideas to replace the default mannequin to metahuman with this combat system ? cuz i tried and my feet just froze . ive been looking for a solution .
I’m not really sure about that, you’ve got to make sure that all parts of the meta human are attached to eachother in the correct way. Try using the template blueprint unreal provide with the meta humans for reference and maybe look up a few tutorials how to replace the third person character with the meta human. Best of luck!
Could you teach how to replicate this system? I saw some tutorials but I couldn't implement it
Hi sorry honestly I’m not too good with replication myself so I’m unable to do that.
Thanks for this Bro but when im setting up the montage the anim notify doesnt show up in event graph when i try to add it
Hmmm I’m not really sure what you mean. As you should create the anim notify then you should be able to use it
@@MrKnowBodyUE5 i figured it out the animations didn't match the skeleton so the notify didn't show but it shows when I restarget them to the correct skeleton
Ah that makes sense. Good job on figuring it out tho!
enemy doesn’t play the montage….I’ve been trying all day but still….is there something in the Lyra project that is causing this issue
Make sure there’s a default slot in the ABP
The part where you first go to test the punch animation, my character just does the one punch but all the walking and etc anims dont work...pls help because I've redone this tutorial 5 times to every point and i dont get the same results
I’ve never come accross that issue before and I’m not too sure what you mean. Could you join the discord and provide me with a video of your entire project so I can look through it? Thanks!
I started with the same base project, why is it when adding the animnotify, it only shows up if I deselect "Context Sensitive> This Blueprint" I followed all steps to a T on default third person game
Make sure your ABP skeleton is the same as your montage skeleton
@@MrKnowBodyUE5 thanks! The montage skeleton is rooted to Quinn, but it’s a post process blueprint Quinn so I’m hoping getting that sorted out fixes it😄
Hey man, I'm trying this out with a character i got from Mixamo and I set up the character's BP and AMBP, followed the tutorial and the attack animations aren't playing. the Skeletal Meshes are all correct and everything seems to be compiling properly, the Print String Nodes I place throughout the blueprints fire, so the nodes i think are running correctly. the animation just doesn't occur?
Could you join the discord so I can have a further look into this please?
There was a error on event combo end. after playin those animation its never return Attacking value to False if player Intrup the combo by moving Its not possible to attack again.
Could you join the discord so I can help assist you with the problem?
Hi bro. How did you immediately import the asset for the unreal engine 5 skeleton? I have exactly the same asset, but when importing, I get a skeleton of version 4
So I retargeted it before hand, if you’re using the 3rd person template you can just select all animations right click press retarget and then select the one for ue4-ue5
@@MrKnowBodyUE5 Well, how can I not lose the folders at the same time? usually, when retargeting, everything is thrown into one folder. do I need to sort everything manually or is it possible to automate it somehow?
@@sabzirochannel7502 I honestly don’t think there’s a fast way to sort it. I did it all manually.
when i use the notify i cant find it on the blueprint please help
Make sure the animation blueprint and the animations are both using the same skeleton.
Why when I click it only makes the first 2 animations and for it to do the rest I have to keep it?
We fix this in episode 2!
Can I use a different fight pack
Yes
MY CHARACTER only punches once. any help?
Make sure your notifies are correct, make sure on the combo next notify you’re calling the combo event and not the attack event. Make sure all of the strings and integers are correct and make sure the code is the same.
From which game is this fighting style inspired from
Batman
Sifu
From which
Mainly Sifu! As we will be making a targeting system like that.
@@MrKnowBodyUE5 can you please acknowledge me about the difference between sifu fighting style and the rdr 2 fighting style
There isn’t much difference except from sifu is a lot more skill based than rdr 2 with parry’s, blocks and different special attacks
@@MrKnowBodyUE5 thank you
No problem
Im at the end 24:58 when i press attack it does the first 2 anims straight away off the first press then the 3rd on second press (I only used 3 in my combo not 5) any ideas why?
So this is actually a simple bug that we fix at the start of part 2!
@@MrKnowBodyUE5 amazing thank you
hey i did exactly like in the vid ,but when i press play the player wont make the attack! i should click on the left mouse so it attacks right?
So basically what is the button that i should press for the attack to play
It will be whatever button you assumed to the input
I would like that when pressing the attack button just once, only the first animation would be executed and when pressing the attack button twice the combo num1 and 2 would be displayed, in a responsive way, could you advise me how to implement this?
Yeah it’s a bug but we fix it in the next episode… sorry for that one!
Just to clarify the system is supposed to work the way you explained it
@@MrKnowBodyUE5 Thanks man, keep the videos coming please, they’re great.
Will do! Thanks for the support!
hey, i think i am missing something, when i add the notification to my animation it doesn't show up in the ABP. is their any possible reason why that could be ?
Most likely you’re using a different skeleton on the animation and the animation blueprint (ABP_Manny) so you’d want to either retarget the animation to the same skeleton as the animation blueprint or make a new animation blueprint using the same skeleton as the animation. Dm on discord if you want any help with it!
What was the point of the "can attack" var if we default it to true and never set it?
So it’s just so you can easily set it, if you want to be able to attack or not. Also if you have a system where you have to unlock attacking. Also we actually end up using it in the last part lol
@@MrKnowBodyUE5 thanks for the response :) I suspected that might be the case. Another thing I'm noticing that if I spam clicks before my first animation starts, my character will do the first 2 animations even though its not between the 2 AM notify events
Fix this in part 2
will this be system optimized and have vfx.
Optimised yes, vfx maybe
@@MrKnowBodyUE5 also will the advanced combat have a weapon systems and health and dead states.
@@Suffi8150 It will have a health and death system for both the player and enemy however we might do a weapon system but it all depends how the series goes.
@@MrKnowBodyUE5 that great to know l, it would be great to see how stat effects player damages.
the combos still dont connect do you know why?
i fixed it for myself
18:14 This minute I type anim notify attack but nothing appears, and I correctly created notify
Could you join the discord so we can take a further look?
@@MrKnowBodyUE5 Yes very thx
When I try to call on the Notifies in the Animation Blueprint, they simply either don't show up, or don't have the names I've given them.
Can someone please help me?
Most likely you’re using a different skeleton on the animation and the animation blueprint (ABP_Manny) so you’d want to either retarget the animation to the same skeleton as the animation blueprint or make a new animation blueprint using the same skeleton as the animation. Dm on discord if you want any help with it!
@@MrKnowBodyUE5 Thank you very much for this
😁😁🤔🤔😎😎🤓
😃😁😆😆🥸
animarion wount play :(
Make sure you have a default slot inside of your anim bp
@@MrKnowBodyUE5 thx for the awnser btw :)
@@MrKnowBodyUE5 okay he now punches everytime i click mouse button but he doesnt do the second attack
@@MrKnowBodyUE5 soo the moves dont connect
@@MrKnowBodyUE5 i already have a default slot in abp
doesnt work😞
Which part doesn’t work?
@@MrKnowBodyUE5 the animation wont play ive done everything like you have in the tutorial
Are you using a default slot in your animation blueprint?
@@MrKnowBodyUE5 whats that?
Go into your anim bp go to the anim graph then if you don’t already have a default slot put one in just before the output node.
Thanks for the help on combos 🥸😎🤖GMTFT
No problem 👍
Hi, thanks for the cool tutorial! Unfortunately, however, I have a problem that I just can't understand: my "Attack Counter" Int is not being changed. I've now watched the video at least three times from beginning to end, checked every node, but the "Switch on Int" node never gets to "1" and stays constantly at 0. If I set the default value of "Attack Counter" to 1, it works for one click and then switches back to "0" (and stays there). I would appreciate some help, because this tutorial series is exactly what I need and for now it's very understandable (which makes the problem so much worse, haha, because the logic MAKES sense, but still ..)
By the way, I'm not able to join your Discord because the verification page does not work and redirects me to an error message when I try to verify myself. 🫠
nvm, I called the wrong event in the AnimBP. 👀
For the discord shoot me a Dm and ill verify you, as for the issue are you using the montage notify correctly, you should be calling the attack next notify and in the animation blueprint the event should be linked up to the combo attack event.
i can't get to know why my character is not attacking movement is fine but it won't attack
Make sure you watch over the video and do everything correctly. Anymore issues join the discord and post it in the help section for some additional support.