How to make Combat system in Unreal

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  • เผยแพร่เมื่อ 19 ธ.ค. 2022
  • In this video I will show you how to create simple combat system for melee weapons. I designed the system so it can become a base for all your combat related necessities. In future videos we will go over how to add different altering animations, adding weapon types and animations unique to those specific types of weapons, and so much more.
    #indiegame #unrealengine #tutorial

ความคิดเห็น • 11

  • @HowTuts
    @HowTuts 11 หลายเดือนก่อน

    Simple YET Effective .. You hleped me a lot. Thanks.

  • @saifialeem8255
    @saifialeem8255 7 หลายเดือนก่อน

    This method is so simple and efficient, i will use this instead of the sphere trace method. Better for the optimisation and effectiveness. Thank you so much sir ❤

  • @Urkoth
    @Urkoth 6 หลายเดือนก่อน

    Made a new dummy: capsule has block all dynamic checked and generate overlap events checked(BP_DUMMY doesnt have have generate overlap events during streaming ticked), BP_SWORD has base damage promoted to variable in apply damage function, BP_SWORD has collision box...
    Still not registering damage, even after hours of checking. Hope I figure it our eventually, I'll just move onto your next videos and maybe find it out there lol

    • @that_skye
      @that_skye  6 หลายเดือนก่อน +1

      Hmm I guess you could try going through this video again step by step and check everything. Also just an idea but did you actually set an amount to the damage variable ? Because if it's 0 it usually doesn't register it. Just remembered that happened to me before so thought I would mention it. Also check if you have the notifies inside all the attack animations you are using.

    • @SamuelDarby
      @SamuelDarby 5 หลายเดือนก่อน

      @@that_skye changing the damage value was my problem lol thanks

  • @HowTuts
    @HowTuts 11 หลายเดือนก่อน

    Can you mke tutorial about fist combat and when equiped switch to sword combat ..

    • @that_skye
      @that_skye  11 หลายเดือนก่อน

      One of the videos coming soon is a hand to hand/fist combat and I will also make a guide, on how to use it with this combat system. So you can swap between unarmed and armed combat.

  • @Urkoth
    @Urkoth 6 หลายเดือนก่อน

    Ahhh, I've been using the old static mesh I named weapon, indeed. I named the one from your previous videos as weapon_child and used it to connect things, it worked there! Unfortunately, it's not showing text with 14 dmg when I strike the dummy. I wonder which blueprint part I should rename with weapon_child for it to register 14 damage

    • @that_skye
      @that_skye  6 หลายเดือนก่อน

      Glad you figured it out! For the dmg issue it could be a lot of different things but in general I doubt it's because of the name thing. I would first look at the dummy itself and if it the collision of it has been set up properly. The "generate overlap events" box needs to be ticked. And the collision preset set to "block all dynamic".
      If you have that I would look if you added the event of any damage and hooked it up to print string text. If it's none of those things then it could be something with the events getting triggered properly. Or possibly collision in the blueprint of the actual weapon might not be working properly.

  • @Urkoth
    @Urkoth 6 หลายเดือนก่อน

    7:05 I'm not getting a child actor unless I turn off context sensitive, but then it wont connect to it saying: static mesh component object reference is not compatible with child actor comppnent object reference.
    I wonder what's the problem there..

    • @that_skye
      @that_skye  6 หลายเดือนก่อน

      Hi, so this is because most likely your "weapon" is a static mesh. However it needs to be a child actor attached to your character. So if you go into your character blueprint and add a child actor component,name that "weapon" or whatever you wish. Then you can get that in the anim blueprint and drag from it to get the child actor. Hope that helps.