I found that in my specific case this can bug out if the montage is interupted, this causes the character to become unable to attack. If you get this problem too, add a Retriggerable delay after your montages and put in a short duration, then add your "attack counter" and "attacking?" variables on the end and set them to 0 and false. This way after any attack animation is interupted, your combo is set back to ready to start after a moment or so.
Bro....I have had this problem for ages and I cant thank you enough for this comment. The solution to fix that bug was so much simpler than I thought it would be. What you did may seem minor, but God bless you good sir.
The way you implement this combo algorithm there is no timing to press the next attack before it triggers the next combo. Unless I missed something, pressing attack twice the combo continues. I added another AnimNotify called StartComboTimer a couple of seconds before AttackComboNext that just sets SaveAttack boolean to false to force you to time the attack. Great tutorial series. I'm learning buckets.
Hey thanks so much metal! Ive been trying to figure out music volume for so long now to get the right balance so it's really refreshing hearing that it's a good level for ya, thank you🙂!
Where you are duplicating the montages, that had me messed up a little bit. You can simplify this a whole lot more by just using one montage and putting all of the attacks in it, and continuing the attack combo if youre player has left clicked before the animation ends.
Major hint... You need an action timer function in tick... Get current montage off anim instance mesh.. Get play rate multiplied by sequence length... Divided by int number of sections... You have to manually set the number of sections when you play a montage... But that bit of code can be used to achieve perfect no interrupt timing on every move in your game..
I'm looking for a solution for an attacking problem I have I added a delay to a combo move so when I press the button again it won't interrupt the combo but the delay keeps him doing the in the same place like in root motion but when I set the delay node to 0.0 he moves forward like he is supposed to can you help me out with that?
that tutorial miss some branch what make some problem if you spam fast left click on attack and right on hide weapon, on that bug character will stop attacking even if you hard spam mouse
I love this, but I'd like to have my attack animations make me stop moving and just use the root motion of the animation. Basically how do I make it to where I can't run around while attacking?
Got this error " Blueprint Runtime Error: "Accessed None trying to read property K2Node_DynamicCast_AsThird_Person_Character". Blueprint: ThirdPerson_AnimBP Function: Execute Ubergraph Third Person Anim BP Graph: EventGraph Node: Set IsAccelerating?" literally clueless, got no idea what may be wrong I already watched your tutorial on that kind of errors still doesn't work would be happy if someone helped Thanks!
heyy i need help... in my case i`v set the sheath and unsheath to R, so i can later use right click to aim in my axe, question is, how do i attack? if i didnt set the left click to sheath and unsheath?? help pls im stuck
When I delete segment A from the anim montage A to replace it with the B am I supposed to have the anim notify on all three anim montage? because if that's it, it doesn't work for me. afterwards I don't speak English perfectly there is surely something that I did not understand
Great tutorial but I have a problem, right now I have to quickly spam the attack button for the whole combo to happen, if there's more than half a second between each attack, the first attack just plays over and over. What should I change?
Hi, I was just wondering why do you use Montages for the attacks instead of a State Machine? I am curious to know when to use either as I find blueprints get very messy fast when using montages so was wondering if you can blend an attack and running via the state machine? excellent tutorials though!
Hey Drib! So I think it's a bit flexible and you can use what you want, if you want my honest answer I actually learned this way through Epic Games's paragon characters. But if you think about it, it makes a lot of sense. 1) your animation BP will be 10x cleaner, no stress with transitioning between what. 2) playing an attack montage through BP is so simple with the use of just 1 node. But yeah I'm sure you could do it via Anim BP. beauty of game dev is that there are so many ways to achieve the same result, no definitive correct answer. Good luck my friend :)
im just new here and after i watched this video i liked the perfect result and also you fixed some things that was always a problem with my project. i subscribed and i guess i will watch all the videos
@@Beardgames Thankss .. if you can make a nice Boss fight and Boss AI Tutorial with free animations from paragon or anywhere it would be really great :) .. nice Tutorials btw i think im going to watch the other videos now to learn more informations from you .keep Going
@@Beardgames well .nicee i guess i will wait for it :) Dont forget riding a car and riding the free dragon and attack with dragon actully i like to learn everything 😂 so just keep going
I'm afraid I won't be creating a punch tutorial directly (unless the viewers want one after the tutorial series is over) but all you have to do is follow this tutorial but instead of going from the weapon equipped branch true, you go off the weapon equipped branch false and put your punch animations there instead :)
They're from the free to use 'Paragon Greystone' I simply retargeted them for the mannequin. They're a free asset on the marketplace so I presume you can use them as you want :) Thank you dude!
Good work, but I have a problem. I have my own animations and I did everything as in the lesson, but the animations do not play. I checked through print string and everything works there. What could I have done wrong ?
my characters combo stops working after the first switching to the second montage, then gets stuck on that attack.. i followed everything you did to exact
Hey thanks for this lesson !! everything work but i have a little probleme , when i double click right i cant attack no more and i had to restart the game :s
But how do i attack with Input. You did a custom event AttackCombo. LeftClick ist Draw, right click shiev. E pickup. And the Attack? I use my InputActionEvent X-Button, but i cant call this function in the AnimationBP.
@@burvey74 hey, for Draw and shiev make yourself a Button Like Keyboard E. For Attacks maybe left Mouse. Just Red Keyboard Events or in engine Input the Keys you like
Hey, I found this quite informative. However, not really helpful in my current project. I'm making a side scroll type of game with a (currently) single slash animation. I got the game to register that the attack went through but the attack keeps looping even though I have a bool set to flag false when the attack key is release, any thoughts?
Just a shot in the dark: There's likely a loop setting that controls whether the animation loops or not. I saw one of those with a sound that kept looping for me.
I used this tutorial to setup light and heavy attack chains and have them working fantastic, individually. But If I use a light attack during a heavy combo, or vice versa, it prevents me from being able to trigger the combo again. I assume because it interrupts the counter? Any insight would be awesome.
Hippity hoppity this channel is gonna explosity
But when!!! I'm ready for it to go explosity now haha :D Just kidding I can wait, thanks for the kind comment dude
I found that in my specific case this can bug out if the montage is interupted, this causes the character to become unable to attack.
If you get this problem too, add a Retriggerable delay after your montages and put in a short duration, then add your "attack counter" and "attacking?" variables on the end and set them to 0 and false. This way after any attack animation is interupted, your combo is set back to ready to start after a moment or so.
Bro....I have had this problem for ages and I cant thank you enough for this comment. The solution to fix that bug was so much simpler than I thought it would be. What you did may seem minor, but God bless you good sir.
doesnt work
Thanks a trillion sir.
You saved my broken team project😂👍
Awesome Tutorial, had to make a few adjustments as I am using different animations and custom character but got it working.
The way you implement this combo algorithm there is no timing to press the next attack before it triggers the next combo. Unless I missed something, pressing attack twice the combo continues. I added another AnimNotify called StartComboTimer a couple of seconds before AttackComboNext that just sets SaveAttack boolean to false to force you to time the attack. Great tutorial series. I'm learning buckets.
you can move the montage notifier to change the timer
I know this is random but the music volume is perfect, I hate tutorials with music so loud that you can't even hear the guy speak
Hey thanks so much metal! Ive been trying to figure out music volume for so long now to get the right balance so it's really refreshing hearing that it's a good level for ya, thank you🙂!
Ok but just adding the custom event doesn't run the custom event?
Thanks for the video. Just saw link over on Reddit. Hope you take off.
Thank you so much!!! Really means a lot, have a great Xmas and new year😊
my last animation uses whole body, so right now its only playing the top half is glitching out, any help?
if i download the "Working project" in the description and expand upond it, can i publish it?
Where you are duplicating the montages, that had me messed up a little bit. You can simplify this a whole lot more by just using one montage and putting all of the attacks in it, and continuing the attack combo if youre player has left clicked before the animation ends.
can i use u r animtions for my project? pls reply
Amazing brother! Hope you had a good Christmas
You too my dude Kobe!
just found your channel fast and to the point vid I'm sub :)
Thanks a lot Wellburn :)
Major hint...
You need an action timer function in tick...
Get current montage off anim instance mesh.. Get play rate multiplied by sequence length... Divided by int number of sections...
You have to manually set the number of sections when you play a montage... But that bit of code can be used to achieve perfect no interrupt timing on every move in your game..
I'm looking for a solution for an attacking problem I have I added a delay to a combo move so when I press the button again it won't interrupt the combo but the delay keeps him doing the in the same place like in root motion but when I set the delay node to 0.0 he moves forward like he is supposed to can you help me out with that?
that tutorial miss some branch what make some problem if you spam fast left click on attack and right on hide weapon, on that bug character will stop attacking even if you hard spam mouse
WELL what if i have a character without a weapon?
I love this, but I'd like to have my attack animations make me stop moving and just use the root motion of the animation.
Basically how do I make it to where I can't run around while attacking?
when attacking set the movement mode to none or set the max walk speed to 0
hello, I have a problem, when I attack and start the combo it stops at a certain point and I cant attack anymore. Can someone help me?
me too..
@@leolovehouse6565 these tutorial people are awful literally talks to fast doesnt really help....
Got this error
" Blueprint Runtime Error: "Accessed None trying to read property K2Node_DynamicCast_AsThird_Person_Character". Blueprint: ThirdPerson_AnimBP Function: Execute Ubergraph Third Person Anim BP Graph: EventGraph Node: Set IsAccelerating?"
literally clueless, got no idea what may be wrong
I already watched your tutorial on that kind of errors still doesn't work
would be happy if someone helped
Thanks!
heyy i need help... in my case i`v set the sheath and unsheath to R, so i can later use right click to aim in my axe, question is, how do i attack? if i didnt set the left click to sheath and unsheath?? help pls im stuck
hey mate, how would you do a combo with light and heavy attacks.
works until i sheath and unsheath then i can't attack anymore.
When I delete segment A from the anim montage A to replace it with the B am I supposed to have the anim notify on all three anim montage? because if that's it, it doesn't work for me. afterwards I don't speak English perfectly there is surely something that I did not understand
Great tutorial but I have a problem, right now I have to quickly spam the attack button for the whole combo to happen, if there's more than half a second between each attack, the first attack just plays over and over. What should I change?
have the exact same problem :(
Hi, I was just wondering why do you use Montages for the attacks instead of a State Machine?
I am curious to know when to use either as I find blueprints get very messy fast when using montages so was wondering if you can blend an attack and running via the state machine?
excellent tutorials though!
Hey Drib! So I think it's a bit flexible and you can use what you want, if you want my honest answer I actually learned this way through Epic Games's paragon characters. But if you think about it, it makes a lot of sense.
1) your animation BP will be 10x cleaner, no stress with transitioning between what.
2) playing an attack montage through BP is so simple with the use of just 1 node.
But yeah I'm sure you could do it via Anim BP. beauty of game dev is that there are so many ways to achieve the same result, no definitive correct answer. Good luck my friend :)
@@Beardgames Thank you for the reply! Meant to say before but forgot to write it :( lol
Thanks!
No problem at all :)
im just new here and after i watched this video i liked the perfect result and also you fixed some things that was always a problem with my project. i subscribed and i guess i will watch all the videos
Welcome to the channel my friend and thanks so much for watching my videos. Let me know if you have any questions I can help you with :)
@@Beardgames Thankss .. if you can make a nice Boss fight and Boss AI Tutorial with free animations from paragon or anywhere it would be really great :) .. nice Tutorials btw i think im going to watch the other videos now to learn more informations from you .keep Going
@@mohamedayman5240 got a boss tutorial coming up in my 30 topic series my friend😎
@@Beardgames well .nicee i guess i will wait for it :)
Dont forget riding a car and riding the free dragon and attack with dragon actully i like to learn everything 😂 so just keep going
And when do we get a punch tut?
I'm afraid I won't be creating a punch tutorial directly (unless the viewers want one after the tutorial series is over) but all you have to do is follow this tutorial but instead of going from the weapon equipped branch true, you go off the weapon equipped branch false and put your punch animations there instead :)
@@Beardgames Okay, thanks
Have a happy new year!
@@admiralgeneral4594 No Problem, have a great new years buddy :)
if anyones still in these comments can anyone help me when i attack it does a weird rotation forward from the feet
Did you create those attack animations? If not, where are they from? Great tutorial!
They're from the free to use 'Paragon Greystone' I simply retargeted them for the mannequin. They're a free asset on the marketplace so I presume you can use them as you want :) Thank you dude!
@@Beardgames nice i was going to retarget them but you already did it
Good work, but I have a problem. I have my own animations and I did everything as in the lesson, but the animations do not play. I checked through print string and everything works there. What could I have done wrong ?
I found what wrong but still i don't know what wrong. RightArmSlot don't work.
Sir when I continuously click on attack button, the character does not complete their attack animations ,does anyone know how to fix it
I think you'll have to adjust your anim notifies to further down the line my friend. No need to comment twice amigo :)
this is a bad way of doing it, if my characters combo get interrupted i cant attack anymore
great tutorial! but I have a small problem: when it ends the combo is not reset and I can no longer attack, how can I fix this?
Cheers bobthecob😁 just make sure you're resetting your combo counter back to 0 when you're on the last attack :)
I'm trying to make a game with no weapons. If I follow these steps exactly, should it still work? Brand new at all of this.
Ye
my characters combo stops working after the first switching to the second montage, then gets stuck on that attack.. i followed everything you did to exact
Go over your combo counter my friend, also make sure your anim notifies are resetting your variables. You can test this with a print string :)
Hey thanks for this lesson !! everything work but i have a little probleme , when i double click right i cant attack no more and i had to restart the game :s
Go over your aninations and make sure your anim notifies are resetting your variables :)
@@Beardgames Thanks !!
@@rizchaud Did you get it to work? I have the same problem but cant seem to figure it out
But how do i attack with Input. You did a custom event AttackCombo. LeftClick ist Draw, right click shiev. E pickup. And the Attack?
I use my InputActionEvent X-Button, but i cant call this function in the AnimationBP.
Hey marius I'm not entirely sure what you mean, but in this tutorials we used anim notifies to call events in the thirdplayercharacter😊
@@Beardgames I ment the Button for attacking :D.
I didnt use the same as you, but after changing the Event Buttons for Draw/Shiev like you it works :)
@@Marius_Gamedev I know this is old but were you ever able to figure this out? I want to use a different button for draw/sheath then I use for attack.
@@burvey74 hey, for Draw and shiev make yourself a Button Like Keyboard E. For Attacks maybe left Mouse.
Just Red Keyboard Events or in engine Input the Keys you like
Would these work for root animations as well? :)
Hey sup Brain! Yes they would sir :)
Where did you get the animations from?
Can I get them for free?
They are from the Paragon set on the marketplace. You can use them freely!
Hey, I found this quite informative. However, not really helpful in my current project. I'm making a side scroll type of game with a (currently) single slash animation. I got the game to register that the attack went through but the attack keeps looping even though I have a bool set to flag false when the attack key is release, any thoughts?
Just a shot in the dark: There's likely a loop setting that controls whether the animation loops or not. I saw one of those with a sound that kept looping for me.
1:57 every damn time...
I used this tutorial to setup light and heavy attack chains and have them working fantastic, individually. But If I use a light attack during a heavy combo, or vice versa, it prevents me from being able to trigger the combo again. I assume because it interrupts the counter? Any insight would be awesome.
Ended up just needing a bunch of Branches to make it work
Ice
Dude the entire tutorial is less confussing if I just turn the sound off, what you say its just not related to what you do
confusing asf