A playable demo is now available! All my currently released characters up to DragonGirl are playable through a chapter select menu. It’s very messy and buggy but if you can bear with it and play carefully, I think it can be quite an experience! takigames.itch.io/project-remnant Thanks everyone for the amazing feedback in the comments, it’s helped me improve my game drastically. This is an old build of my current project, check out my most recent updates here! th-cam.com/video/4nzkiMdCg1Y/w-d-xo.html
@@TakiGamesOfficial wow ty bro ...(the wemakethegame seems incredible great anims) but yea comes with cost :D ...ty for tips anyways il see what i can affort ) ty
That is amazing and inspiring as well. I love the movesets and I myself am developing something similar but in Unity. I too am using paid assets. Amazing work
Thanks for checking it out! I’m gonna heart this comment so maybe people can see this. I actually had a bunch of edited footage that got corrupted :/ really sucks and I haven’t gotten into re-recording it yet. This is just basic combos though, I can try to explain via comment. Grab a paragon character like Kwang or Countess and dive into their characterbp. You’ll notice there’s combo logic there. Basically every time you press attack, the combo variable goes up, and when you attack it’ll play an animation based on what the combo count is. All you need to do to extend it is to add a charge attack variable that goes up whenever you attack. When you press heavy attack, a different charge attack will trigger depending on the variable. These different attacks per variable can be condensed into the “switch on int” node. It’s a gate that your attack logic goes through and depending on the integer it’ll play a different animation. If you want a really rough combo system you can probably do everything with that switch on int node and some variables. Check out the animbp of the character as well. It’ll contain anim notify logic. It’s basically like a little pin that you can place inside an animation at a specific time within the animation and whenever the animation’s sequencer reaches that point where the pin is, it’ll trigger the logic that is connected to it and you’ll see that logic inside the animbp. It’ll be an animnotify node or multiple animnotify nodes. These are important for telling the character when they can attack during a combo. Saveattack is the example notify in the paragon characters. The sooner into the animation you move the saveattack notify the sooner you can perform the next attack. If saveattack is waaaay at the end, you won’t be able to attack until the animation finishes. Hopefully some of this helps. I’ll try to re-record some day but I’m not sure if it’ll be anytime soon. PS if you want a super easy shortcut I recommend googling *ue4 combograph* does everything I just said in one single node. It does not have damage logic or enemy interactions (kinda like where I was at in this video) so you’ll have to add all that stuff yourself or find a marketplace asset that can be a shortcut for you. Anyone following my project, my latest build is almost done, I’m still working on building the stealth map. I’m not a level designer so that is the hardest part for me. Maybe expect it to release some time around July 20th; or a few days after. No new characters but tweaks to GhostSamurai; summonable hoverbike with guns, ranged enemies, stealth assassinations and counter takedowns, lockon system, added UI elements like health and damage numbers, tweaks to Yuki’s FPS mode, standalone FPS map, dye system and more cosmetics among other things.
@@juan-claudephilander2477 Here’s the first of my tutorial series! It will cover basic combo system with charged attacks Kinda like what is shown here. th-cam.com/video/4eBuZhrocro/w-d-xo.html
I’d suggest bringing the camera up a little bit so people can see more of the actions. The way it is now, there is too much negative space with the ground which can be filled with action and combat for the viewer to see. Otherwise, I love it!
Thanks! There’s a lot, I don’t remember which ones exactly is which in the video since I have such a messy file structure... D: From the top of my head there’s Magic Weapons Sounds and WeaponMaster. The sounds are a combination of both weapon sound packs, magic sound packs and sci-fi sound packs and I combine them within montages and mess with their pitch for a desired effect. The vfx you’re asking about were mostly from Paragon Countess, and I followed a few Niagara tutorials to make the ghost trails.
do you mind doing a guide/tutorial on your thought process when adding the visual flair to the attacks. not the code but the timing and execution of your hitstops/sound cues/particles...I have dug into code for years now and cant seem to find half decent guides on juicing your combat to achieve this style. I own all the same assets you have here and I can't get my combat to look this impactful.
Found this reply early. So I use anim notifies for hit stops, sounds, particles, anything that is triggered with the animation. Even in my more recent video UE video, the counter stances and when it’s able to be triggered is tied to anim notifies. Makes it easy to place your effects based on the key frame of the animation. You can use animnotify to place trails and timed particle fx, or you can even make your own custom events, create a custom animnotify, then call it from your animbp and from a reference to your character call the custom event to sync up with the notify. My entire (and still current) combo system was made with the Paragon characters as a starting point, so there was already a saveattack and resetcombo animnotify tied to the animbp. Those are used for the hitstops when you are chaining combos. Saveattack=when can your attack be interrupted? Should be placed wherever you want to transition your next attack. Resetcombo basically resets the chain and should be placed at the very end. In my more recent UE videos, I’m controlling screen shake and FOV changes with anim notify. Some attacks I want to be able to teleport or launch or deal damage / spawn a damage actor in the middle of the animation, same deal. I hope this helped!
Here’s the first of my tutorial series! This is just basic combo for now, but in terms of manipulating the flow of attacks (dictating when you can attack during an animation) there’s a little something in here for that. th-cam.com/video/4eBuZhrocro/w-d-xo.html
Thanks! Oh man this is so old. I think it’s a mix between wemakethegame and frank climax animations. Frank climax removed his stuff from the Ue marketplace due to some drama with epic, but his stuff is still available in the Unity store. Vfx was a mix of trailmaster and paragon vfx.
Thanks! Most of the weapons come from the animation packs (Frank's, Weaponmaster+Animset, Wemakethegame) and sometimes the characters. The sword in the beginning is from the scifi swords pack. Scythe is from Sketchfab, just google sketchfab scythe.
what about a enemy getting hit? we should see that. anyways this is really nice, maby need some lil details here and there but man i need to learn this thing. how you made it please teach me :D.
Check out my most recent UE4 video here for enemies getting hit th-cam.com/video/sN0n0p1lnrk/w-d-xo.html&t The Paragon characters are a great starting point for learning how to put together a combo system. It's really just messing around with variables and booleans. The different idles can be achieved with blend pose by int or enum in the animbp.
Hello, is it possible to link the characters/animations used in this video and or other videos based on your newer ones too? or were these not taken from the UE Marketplace? Thank you
Sorry for the late reply! This was blueprint. By "hand coded" I just meant I put together the combat system myself without having to use any marketplace templates.
@@TakiGamesOfficial thanks for the reply, i want to switch engine from unity to unreal engine because unity 2020 is pretty buggy and always crash lately, my game is simillar to you, if that kinda combo is possible with blueprint, i think i'm gonna switch to unreal engine.
I implement the trails the same way the seller shows on their tutorial here th-cam.com/video/yBZxE7G-Q1o/w-d-xo.html I used different trails depending on the animation montage.
It’s been awhile since I’ve looked at this! But I think at the time I dynamically set the FOV. Drag off your camera component, create a custom float value, and use a timeline to set field of view dynamically. If you create a custom event out of this you can call it via animnotifiy so that it can trigger wherever you want in the animation.
@@neverknowsbest1717 Nope, you’d need good math nodes to manually teleport like that. It’s just how the animation plays. Same with like straight lunge teleport attacks. I usually try to find an animation whether it’s root motion or not, that moves the character in a way I want. Then if I want to turn it into a teleport I’ll use notifies to produce vfx, set actor hidden or even set collision to pawn “ignore” then back to “block”. The result would be the character appearing to teleport but all it’s doing is playing the anim montage with some effects.
@@neverknowsbest1717 That is from a creator named Frank Climax. Unfortunately he had issues with the Epic store so his stuff got taken down. He still sells them on other platforms but you’d need to manually import the fbx files to unreal
Yes! I believe the gun sword is by wemakethegame. But a huge chunk of the animations here are by Frank Climax and he’s removed his packs from the UE Marketplace. But he still sells on Unity. I’m not sure how conversion from Unity to Unreal is for animations though.
I apologize in advance but there are a TON of sound effects I'm using here, many are from the marketplace but some are also from third party websites via googling things, then mixing and modifying them together. One of packs I'm using here actually isn't on the market anymore I'm not sure why. That being said I recommend checking out JBoB Sound on the marketplace. Some of the best sounds out there.
My apologies, I was still like barely months old to ue4 when I said “hand code” I started with Paragon Countess and Kwang as a base and picked apart the characterbp and animbp, googling what certain things do. After I figured it out I just added to it. All Paragon characters have a simple combo system and you just have to add extra variables and switch on ints to extend the combo system. As for learning more advanced things, you just need to have ideas and google on how to execute these ideas, most likely the same question has already been asked and there’s a solution. Marketplace assets are also a great source of learning. I’ve integrated a few marketplace assets into my project and learned some tricks by exploring how they built the asset. I hope you the best of luck with UE4!
@@EX_ANTI If you’re still interested here is the first of my tutorial series! It covers light attacks and heavy attacks as shown in this video. Eventually I’ll get to stance switching. th-cam.com/video/4eBuZhrocro/w-d-xo.html
All you have to do is insert a “play world camera shake” node after your attack. Make sure you either create a camera shake bp or use a premade one. I had it set up where I added delays so that the shake could match up with my attacks. This method is kind of a pain in the ass when it comes to implementing new attacks, so I’m gonna switch to launching the camera shake through animnotify instead. Basically you just create a new notify in your anim montage and link it to a camera shake in your animbp.
@@Survival1212jjjj Hi! You can, check out my tutorial series by searching Taki_UE, the base hack and slash character I created in my tutorial series is the same one I use for my current project. The only difference is that I use marketplace assets for AI and damage logic where I try to come up with my own version of it in the tutorial to avoid making people purchase more than they already need.
I believe those were Aurora from Paragon’s voice lines. Just download the asset and you should have them! I liked hers in particular because they remind me a lot of Ciri from The Witcher 3.
All of the attack and dodge animations are in root motion so that the characters move forward/backwards. But by default, root motion attacks don’t allow the player to rotate, so I enabled a small amount of rotation so that the player can target their attacks. The running and walking animations are in place though, I get some weird results when I use motion locomotion. Also for me, root motion doesn’t seem to work for the z axis so I compensated by using a timeline to zoom the camera out if the character jumps off screen!
Michele 铁 Hi! Sorry for the late reply, I needed a break from UE4 for a bit. So I followed some solution I found on google for the rotations. What I did was get gamepad left thumbstick Y axis, rotation speed Y variable, and world delta seconds and multiply those 3 to addactorworldrotation and connect it to the Yaw. Do the same thing with the gamepad X axis and plug those into your attack using sequencer.
Thanks for the feedback! Yes I’m getting a lot of comments even outside TH-cam about my camera shakes. I tried to imitate Honkai Impact 3 combat but I think my camera shakes are even stronger than HI3. I often get other feedback about my camera being too close to the character. I’ll probably be doing a camera overhaul next time I revisit this project!
A playable demo is now available! All my currently released characters up to DragonGirl are playable through a chapter select menu. It’s very messy and buggy but if you can bear with it and play carefully, I think it can be quite an experience! takigames.itch.io/project-remnant
Thanks everyone for the amazing feedback in the comments, it’s helped me improve my game drastically. This is an old build of my current project, check out my most recent updates here!
th-cam.com/video/4nzkiMdCg1Y/w-d-xo.html
hey man where can we get those animations ? ...can you share a link ? ..nice work
@@MaxStudioCG2023 For this video it’s a combination of weaponmaster animset, frank climax, wemakethegame. Very well known creators on the marketplace.
@@TakiGamesOfficial wow ty bro ...(the wemakethegame seems incredible great anims) but yea comes with cost :D ...ty for tips anyways il see what i can affort ) ty
That is amazing and inspiring as well. I love the movesets and I myself am developing something similar but in Unity. I too am using paid assets. Amazing work
NOW THIS IS UNREAL IM WORKING ON A SOMETHING MYSELF HOPE ITS HALF AS GOOD AS THIS
This looks awesome! Although I think you should pull back on the camera shake. It messes with the clarity a lot.
That spinning Desert Eagle and Shotgun moveset was my favorite.
Nice to see. Been working on my own similar to the Ninja Gaiden and DMC series.
seems I have a bit of competition then. ^^
We got ourselves a Dante in the making
We need more hack and slash games man we don’t get any anymore , this is awesome man keep it up!
I love how everyone is using the same animations in their game :D
Good effects ,amazing work
Awesome video can you do a video series on how you did all this setup.?
Thanks for checking it out! I’m gonna heart this comment so maybe people can see this. I actually had a bunch of edited footage that got corrupted :/ really sucks and I haven’t gotten into re-recording it yet. This is just basic combos though, I can try to explain via comment. Grab a paragon character like Kwang or Countess and dive into their characterbp. You’ll notice there’s combo logic there. Basically every time you press attack, the combo variable goes up, and when you attack it’ll play an animation based on what the combo count is. All you need to do to extend it is to add a charge attack variable that goes up whenever you attack. When you press heavy attack, a different charge attack will trigger depending on the variable. These different attacks per variable can be condensed into the “switch on int” node. It’s a gate that your attack logic goes through and depending on the integer it’ll play a different animation. If you want a really rough combo system you can probably do everything with that switch on int node and some variables.
Check out the animbp of the character as well. It’ll contain anim notify logic. It’s basically like a little pin that you can place inside an animation at a specific time within the animation and whenever the animation’s sequencer reaches that point where the pin is, it’ll trigger the logic that is connected to it and you’ll see that logic inside the animbp. It’ll be an animnotify node or multiple animnotify nodes. These are important for telling the character when they can attack during a combo. Saveattack is the example notify in the paragon characters. The sooner into the animation you move the saveattack notify the sooner you can perform the next attack. If saveattack is waaaay at the end, you won’t be able to attack until the animation finishes.
Hopefully some of this helps. I’ll try to re-record some day but I’m not sure if it’ll be anytime soon.
PS if you want a super easy shortcut I recommend googling *ue4 combograph* does everything I just said in one single node. It does not have damage logic or enemy interactions (kinda like where I was at in this video) so you’ll have to add all that stuff yourself or find a marketplace asset that can be a shortcut for you.
Anyone following my project, my latest build is almost done, I’m still working on building the stealth map. I’m not a level designer so that is the hardest part for me. Maybe expect it to release some time around July 20th; or a few days after. No new characters but tweaks to GhostSamurai; summonable hoverbike with guns, ranged enemies, stealth assassinations and counter takedowns, lockon system, added UI elements like health and damage numbers, tweaks to Yuki’s FPS mode, standalone FPS map, dye system and more cosmetics among other things.
@@TakiGamesOfficial Thank you so much @TakiGames
@@juan-claudephilander2477 Here’s the first of my tutorial series! It will cover basic combo system with charged attacks Kinda like what is shown here. th-cam.com/video/4eBuZhrocro/w-d-xo.html
This was awesome!! I'm myself will start working on a hack and slash looter but dynasty warriors type game
Awesome work man. Suggest cutting the camera shake. And try to add object to motion blir instead.. still that animation is sick man
I’d suggest bringing the camera up a little bit so people can see more of the actions. The way it is now, there is too much negative space with the ground which can be filled with action and combat for the viewer to see. Otherwise, I love it!
HOLY SH!T. LOVE IT!!! DUde this is I.n.c.r.e.d.i.b.l.e.
very nice!!! cant wait to see more! also any idea where you got the sounds from? ive been trying to find good sounds for weapons like that for days..
Thanks! There’s a lot, I don’t remember which ones exactly is which in the video since I have such a messy file structure... D: From the top of my head there’s Magic Weapons Sounds and WeaponMaster. The sounds are a combination of both weapon sound packs, magic sound packs and sci-fi sound packs and I combine them within montages and mess with their pitch for a desired effect. The vfx you’re asking about were mostly from Paragon Countess, and I followed a few Niagara tutorials to make the ghost trails.
@@TakiGamesOfficial thank you very much!
do you mind doing a guide/tutorial on your thought process when adding the visual flair to the attacks. not the code but the timing and execution of your hitstops/sound cues/particles...I have dug into code for years now and cant seem to find half decent guides on juicing your combat to achieve this style.
I own all the same assets you have here and I can't get my combat to look this impactful.
Found this reply early. So I use anim notifies for hit stops, sounds, particles, anything that is triggered with the animation. Even in my more recent video UE video, the counter stances and when it’s able to be triggered is tied to anim notifies. Makes it easy to place your effects based on the key frame of the animation. You can use animnotify to place trails and timed particle fx, or you can even make your own custom events, create a custom animnotify, then call it from your animbp and from a reference to your character call the custom event to sync up with the notify. My entire (and still current) combo system was made with the Paragon characters as a starting point, so there was already a saveattack and resetcombo animnotify tied to the animbp. Those are used for the hitstops when you are chaining combos. Saveattack=when can your attack be interrupted? Should be placed wherever you want to transition your next attack. Resetcombo basically resets the chain and should be placed at the very end. In my more recent UE videos, I’m controlling screen shake and FOV changes with anim notify. Some attacks I want to be able to teleport or launch or deal damage / spawn a damage actor in the middle of the animation, same deal. I hope this helped!
Here’s the first of my tutorial series! This is just basic combo for now, but in terms of manipulating the flow of attacks (dictating when you can attack during an animation) there’s a little something in here for that. th-cam.com/video/4eBuZhrocro/w-d-xo.html
Yo that's cool af good job
Reminds me of Vindictus.
Hello dear please make a tutorial on this.. Every moment and every attack
Feels like im watching devil may cry gameplay...
Anyway... Thats cool... Im motivated now...
Amazing job! What sword animations are you using when you do the sword combos in the market place and what vfx as well?
Thanks! Oh man this is so old. I think it’s a mix between wemakethegame and frank climax animations. Frank climax removed his stuff from the Ue marketplace due to some drama with epic, but his stuff is still available in the Unity store. Vfx was a mix of trailmaster and paragon vfx.
Where can I find resources of building a system like this?
also what animations are used up to @1:51 i want to buy the set
Hello mate I love your work and I want to ask you a question. I wonder where you get the weapons? Especially the Scythe
Thanks! Most of the weapons come from the animation packs (Frank's, Weaponmaster+Animset, Wemakethegame) and sometimes the characters. The sword in the beginning is from the scifi swords pack. Scythe is from Sketchfab, just google sketchfab scythe.
What is the since 1:44 the animation set from?I want it.Thank you.
The iaido animations are by Frank on the marketplace
@@TakiGamesOfficial ty
@@TakiGamesOfficial its the frank climax katana,or another?
@@TakiGamesOfficial oh thanks i found it
what about a enemy getting hit? we should see that. anyways this is really nice, maby need some lil details here and there but man i need to learn this thing. how you made it please teach me :D.
Check out my most recent UE4 video here for enemies getting hit
th-cam.com/video/sN0n0p1lnrk/w-d-xo.html&t
The Paragon characters are a great starting point for learning how to put together a combo system. It's really just messing around with variables and booleans. The different idles can be achieved with blend pose by int or enum in the animbp.
Hello, is it possible to link the characters/animations used in this video and or other videos based on your newer ones too? or were these not taken from the UE Marketplace? Thank you
are you coding using blueprint or c++?
Sorry for the late reply! This was blueprint. By "hand coded" I just meant I put together the combat system myself without having to use any marketplace templates.
@@TakiGamesOfficial VERY impressive.
@@TakiGamesOfficial thanks for the reply, i want to switch engine from unity to unreal engine because unity 2020 is pretty buggy and always crash lately, my game is simillar to you, if that kinda combo is possible with blueprint, i think i'm gonna switch to unreal engine.
question @1:29 what animation is that from ? i wanna buy it
Did you ever find it?
do you change the trails in the animation or do that blue print?
I implement the trails the same way the seller shows on their tutorial here th-cam.com/video/yBZxE7G-Q1o/w-d-xo.html
I used different trails depending on the animation montage.
How did you the teleporting attacks where you get the dynamic camera angles?
It’s been awhile since I’ve looked at this! But I think at the time I dynamically set the FOV. Drag off your camera component, create a custom float value, and use a timeline to set field of view dynamically. If you create a custom event out of this you can call it via animnotifiy so that it can trigger wherever you want in the animation.
@@TakiGamesOfficial ok cool ty. Did u like use set actor location and rotation for the teleporting? Mine looks super weird and disorientating.
@@neverknowsbest1717 Nope, you’d need good math nodes to manually teleport like that. It’s just how the animation plays. Same with like straight lunge teleport attacks. I usually try to find an animation whether it’s root motion or not, that moves the character in a way I want. Then if I want to turn it into a teleport I’ll use notifies to produce vfx, set actor hidden or even set collision to pawn “ignore” then back to “block”. The result would be the character appearing to teleport but all it’s doing is playing the anim montage with some effects.
@@TakiGamesOfficial that makes sense on why it looks so weird then ty
@@neverknowsbest1717 That is from a creator named Frank Climax. Unfortunately he had issues with the Epic store so his stuff got taken down. He still sells them on other platforms but you’d need to manually import the fbx files to unreal
Are these animations for sale on the Marketplace?
Yes! I believe the gun sword is by wemakethegame. But a huge chunk of the animations here are by Frank Climax and he’s removed his packs from the UE Marketplace. But he still sells on Unity. I’m not sure how conversion from Unity to Unreal is for animations though.
hj. What assets are you using for the fight sound? Thanks.
I apologize in advance but there are a TON of sound effects I'm using here, many are from the marketplace but some are also from third party websites via googling things, then mixing and modifying them together.
One of packs I'm using here actually isn't on the market anymore I'm not sure why.
That being said I recommend checking out JBoB Sound on the marketplace. Some of the best sounds out there.
@@TakiGamesOfficial thank you so much. I will check it.
Hey man, how do you learn how to "hand-code" this stuff? Especially without tutorials.
My apologies, I was still like barely months old to ue4 when I said “hand code” I started with Paragon Countess and Kwang as a base and picked apart the characterbp and animbp, googling what certain things do. After I figured it out I just added to it. All Paragon characters have a simple combo system and you just have to add extra variables and switch on ints to extend the combo system. As for learning more advanced things, you just need to have ideas and google on how to execute these ideas, most likely the same question has already been asked and there’s a solution. Marketplace assets are also a great source of learning. I’ve integrated a few marketplace assets into my project and learned some tricks by exploring how they built the asset. I hope you the best of luck with UE4!
@@TakiGamesOfficial Thanks for the reply, this helps a lot! Picking apart other BPs sounds like a great idea.
@@EX_ANTI If you’re still interested here is the first of my tutorial series! It covers light attacks and heavy attacks as shown in this video. Eventually I’ll get to stance switching. th-cam.com/video/4eBuZhrocro/w-d-xo.html
@@TakiGamesOfficial Yes, I am. Thanks for coming back to update me! Will definitely watch.
Hey you can help me to send me this animation please I need 3 animation for sword
how can i make the camera shake while i use the attack animation?
All you have to do is insert a “play world camera shake” node after your attack. Make sure you either create a camera shake bp or use a premade one. I had it set up where I added delays so that the shake could match up with my attacks. This method is kind of a pain in the ass when it comes to implementing new attacks, so I’m gonna switch to launching the camera shake through animnotify instead. Basically you just create a new notify in your anim montage and link it to a camera shake in your animbp.
@@TakiGamesOfficial would you have how to make a tutorial? I found very interesting
DAAAAANG!
I wish I can be your apprentice
@@Survival1212jjjj Hi! You can, check out my tutorial series by searching Taki_UE, the base hack and slash character I created in my tutorial series is the same one I use for my current project. The only difference is that I use marketplace assets for AI and damage logic where I try to come up with my own version of it in the tutorial to avoid making people purchase more than they already need.
any source so we can learn these....need help!!!
Here’s the first of my tutorial series! It’ll cover basic combos and heavy attacks. th-cam.com/video/4eBuZhrocro/w-d-xo.html
how yu make the combo system?
Here’s the first of my tutorial series! This is the same base I use for my own project. th-cam.com/video/4eBuZhrocro/w-d-xo.html
also what was the name of the vfx pack you used in the video at 1:27 ?
DMC and me react love
Hello What's the voice of this character
I believe those were Aurora from Paragon’s voice lines. Just download the asset and you should have them! I liked hers in particular because they remind me a lot of Ciri from The Witcher 3.
@@TakiGamesOfficial I will check
Thank you
For the record.. I didn't steal any code.. And it's obvious.. Cause its actually done in blueprints.. Duh.. Good work BTW..
epic
DL?
did u use root motion or in place animations for combo?
All of the attack and dodge animations are in root motion so that the characters move forward/backwards. But by default, root motion attacks don’t allow the player to rotate, so I enabled a small amount of rotation so that the player can target their attacks. The running and walking animations are in place though, I get some weird results when I use motion locomotion. Also for me, root motion doesn’t seem to work for the z axis so I compensated by using a timeline to zoom the camera out if the character jumps off screen!
@@TakiGamesOfficial ty so much for your reply! How did u add the small amount of rotation? There's a specific node for that?
Michele 铁 Hi! Sorry for the late reply, I needed a break from UE4 for a bit. So I followed some solution I found on google for the rotations. What I did was get gamepad left thumbstick Y axis, rotation speed Y variable, and world delta seconds and multiply those 3 to addactorworldrotation and connect it to the Yaw. Do the same thing with the gamepad X axis and plug those into your attack using sequencer.
@@TakiGamesOfficial Ty so much for your reply! I think that I have understand, tomorrow i'll try as u said!
Wow... 0_0
The animation pack name?
Too many to name.. for the most part it’s a combination of Frank Climax and Weapon Master Animset stuff!
yo teach me ... teach me the way pls
If you’re still interested.. Here’s the first of my tutorial series! th-cam.com/video/4eBuZhrocro/w-d-xo.html
Это ахуено this is awesome
I disliked this, it feels like there is too much camera shake in the melee system, sorry :/
Thanks for the feedback! Yes I’m getting a lot of comments even outside TH-cam about my camera shakes. I tried to imitate Honkai Impact 3 combat but I think my camera shakes are even stronger than HI3. I often get other feedback about my camera being too close to the character. I’ll probably be doing a camera overhaul next time I revisit this project!