Hey There, The best series on hand to hand combat. There are others but they all are confusing. you are the best. I have a question though. I am stuck on setup arrow location. Do we need to set arrow in all the four directions? When I tried to do that my character disappeared. And I become a patreon can I get this project? and get it implemented in my game with animations from mixamo?
Thanks for your kind words, for the arrows yes they need to be setup in all 4 directions which should be similar to how you setup the front arrows. And yes if you join the basic tier on Patreon you get access to the combat system, any other project files, and early access to videos. The combat v2 project also comes with a few extras, I wouldn’t recommend downloading v1 as there are a few bugs in there which are fixed in v2. Glad you’re enjoying the content!
I dont under stand why my first punch's Fight Trace is wrong while I set Left Hand and it shows on right hand, meanwhile every other combo actions are correct QAQ
Nice series. Trying me best to follow along. Somewhere I not sure what Im doing wrong but my player's first strike in the combo hits but the follow up ones don't register the hit reaction even though in debug it showing the green contact sphere. It will randomly hit one or two out of the entire combo. I tried changing the arrow locations but it doesn't seem to want to chain so that the enemy hit reaction goes back to back like your example mines has like a delay of some sort best way I can describe if it hits. Any suggestions? A bit stumped.
9:30 its really confusing. I don't know why when i hit the enemy from front it's connect, but when i hit the enemy from back or from any other side it doesn't connect the animations are not connecting through the enemies body. I have also done steps u have told mei.
Love the vids my guy. Feel like I might have a trustee to invest in. Been watching yours vids for a while now. Could you help me set up side scroll player movement such as streets of rage 4? Iv tried using orient rotation to movement but sure you know he doesn't turn to face opposite direction. Figured I may have a simpler way to get these settings done quicker. Wondering would I have to mirror animations or is there an easier way. I choose you my guy. 💪🏿💪🏿keep it up. You helped a lot of people get started I see🫡
@@MrKnowBodyUE5 WOW! Didn't expect you to respond so fast. Alright I'll give it a try. Definitely gonna have to get a few courses. Support the supporters 😎G.O.A.T
I’m not really sure why you would need to do both, you could just pick one? As if one has hit then the trace was successful, butt you could also make new sockets for it and have the start on one of the hands and the end on the other so the trace goes across both if you wanted to
@@MrKnowBodyUE5 Thank you, that definitely sounds like it will work! I have Left light punch, then right, then left heavy, then right, and the 5th combo is him throwing out 4 punches in 1 animation (for why I need both at once) Once again thank you!! You're super responsive and helping so many like myself in learning Unreal!!
@@MrKnowBodyUE5 I would also like to know the answer for this. Final part of my combo is a Fei Long kick and it very obviously hits twice in the same animation (right leg then left leg)
Motion Warping still not working, hit trace not showing in debug nor is trace hitting enemy been following this series and still cant get these to work
UPDATE: got the hit traces to show in debug and they are hitting and turning green and saying hello for the print string debug ( just cant get the motion warping to work :(
Question, I've been putting this into a Component, turns out you can't use a timeline in a Component. *edit* sorry I meant to ask, is there some kind of workaround to using a timeline node? One that works in components.
Hmmmm I don’t think there is so I’m guessing you’re putting this into a component so you can use it across multiple blueprints? My question is why? Because this specific system is for the player only.
@MrKnowBodyUE5 Ah yeah I am not using them for their intended use, I am also not 100% following the tutorial just salvaging what I'm finding useful those montage loops and the collision tied to limbs have been amazing tools thanks ! That said I am using them to separate code so I don't have a million functions or a bunch of code on 1 blueprint file since the character controller is going to get quite large. I do understand it's not the right way but it works for me I like having components separated into say "bpc_skillsystem", "bpc_inventorysystem" and "bpc_combosystem". Either way, I moved the timeline code to the character controller and my code works I was just curious if there was some kind of workaround, I asked someone on Discord and they just sent me a link with zero explanation saying it can't be done but in my head, it does not make much sense to my why they can't use a timeline node. I also just realized my question wasnt correct. I ment to ask why cant i use a timeline node in a component, and if their was a work around to useing a timeline node. Sorry for the miss understanding.
So instead of using a blueprint component for the combo system you can collapse the whole code into nodes like we do in part 1. Then a good way to spectate functions and variables would be to give them groups in the details panel
I know its a little late but there is a Component timeline plugin on the marketplace that allows you to use timelines in components. It is very easy to use.
PLEASE! I NEED HELP! I followed your tutorial for the "Move Arrows" Part and i used it in my Game but when I start the Game it says that it cant read the characteristics of the knot "Set Relative Location" and the arrows dont move. Please help me @MrKnowBody. And btw your tutorials are so good that even i can understand what ur doing there.💪👍
So this could be because your Arrows aren’t being validated. So make sure you’re getting your enemy reference correctly and connecting that to the arrows.
Sorry for the quite mic i wasn't able to talk too loud because it hurt lol -> Hope you enjoyed the video!
I think this series is on its way to becoming the most advanced kombat series in UE. Keep it up bro
That's the plan! Lol thanks for the support!
Thanks a lot for this tutorials. I looked for tutorial like this. No one made tutorial game like sifu
Glad you liked it
Very good video, the only thing missing now is that camera from Mortal Kombat Armagendoon, or even the camera from Def Jan of NY.
I completely agree might be adding it soon 🤔
que buen tutorial
Thank you
Thanks bro
No problem!
Still loving the series question tho at 17:05 is there going much difference if I'm only using the end of a staff rather than 4 limbs?
Nope doesn’t matter, as long as it’s the part of the character which collides with the enemy
hey there are you also available for tutoring / project work ?
if yes, let me know here please
Add me on discord to talk more: mrknowbody_
Hey There, The best series on hand to hand combat. There are others but they all are confusing. you are the best.
I have a question though. I am stuck on setup arrow location. Do we need to set arrow in all the four directions? When I tried to do that my character disappeared.
And I become a patreon can I get this project? and get it implemented in my game with animations from mixamo?
Thanks for your kind words, for the arrows yes they need to be setup in all 4 directions which should be similar to how you setup the front arrows.
And yes if you join the basic tier on Patreon you get access to the combat system, any other project files, and early access to videos. The combat v2 project also comes with a few extras, I wouldn’t recommend downloading v1 as there are a few bugs in there which are fixed in v2.
Glad you’re enjoying the content!
I dont under stand why my first punch's Fight Trace is wrong while I set Left Hand and it shows on right hand, meanwhile every other combo actions are correct QAQ
Nice series. Trying me best to follow along. Somewhere I not sure what Im doing wrong but my player's first strike in the combo hits but the follow up ones don't register the hit reaction even though in debug it showing the green contact sphere. It will randomly hit one or two out of the entire combo. I tried changing the arrow locations but it doesn't seem to want to chain so that the enemy hit reaction goes back to back like your example mines has like a delay of some sort best way I can describe if it hits. Any suggestions? A bit stumped.
Um I’m not really too sure why that would be happening maybe you have entered some of your hit reaction into the hit reactions list wrong
9:30 its really confusing. I don't know why when i hit the enemy from front it's connect, but when i hit the enemy from back or from any other side it doesn't connect the animations are not connecting through the enemies body. I have also done steps u have told mei.
Join the discord if you still need help with this.
😄😁🤔🤔😜🤪🤓
🤪😜🤔😎🥸
Love the vids my guy. Feel like I might have a trustee to invest in. Been watching yours vids for a while now. Could you help me set up side scroll player movement such as streets of rage 4? Iv tried using orient rotation to movement but sure you know he doesn't turn to face opposite direction. Figured I may have a simpler way to get these settings done quicker. Wondering would I have to mirror animations or is there an easier way. I choose you my guy. 💪🏿💪🏿keep it up. You helped a lot of people get started I see🫡
Go to where you do your movement input, get the right vector and multiply the actor rotation by that. In theory that should work fine.
@@MrKnowBodyUE5 WOW! Didn't expect you to respond so fast. Alright I'll give it a try. Definitely gonna have to get a few courses. Support the supporters 😎G.O.A.T
How would you do both hands or both legs at the same time using the Tracing sockets?
I’m not really sure why you would need to do both, you could just pick one? As if one has hit then the trace was successful, butt you could also make new sockets for it and have the start on one of the hands and the end on the other so the trace goes across both if you wanted to
@@MrKnowBodyUE5 Thank you, that definitely sounds like it will work! I have Left light punch, then right, then left heavy, then right, and the 5th combo is him throwing out 4 punches in 1 animation (for why I need both at once) Once again thank you!! You're super responsive and helping so many like myself in learning Unreal!!
@@MrKnowBodyUE5 I would also like to know the answer for this. Final part of my combo is a Fei Long kick and it very obviously hits twice in the same animation (right leg then left leg)
Motion Warping still not working, hit trace not showing in debug nor is trace hitting enemy been following this series and still cant get these to work
UPDATE: got the hit traces to show in debug and they are hitting and turning green and saying hello for the print string debug ( just cant get the motion warping to work :(
Question, I've been putting this into a Component, turns out you can't use a timeline in a Component. *edit* sorry I meant to ask, is there some kind of workaround to using a timeline node? One that works in components.
Hmmmm I don’t think there is so I’m guessing you’re putting this into a component so you can use it across multiple blueprints? My question is why? Because this specific system is for the player only.
@MrKnowBodyUE5 Ah yeah I am not using them for their intended use, I am also not 100% following the tutorial just salvaging what I'm finding useful those montage loops and the collision tied to limbs have been amazing tools thanks !
That said I am using them to separate code so I don't have a million functions or a bunch of code on 1 blueprint file since the character controller is going to get quite large.
I do understand it's not the right way but it works for me I like having components separated into say "bpc_skillsystem", "bpc_inventorysystem" and
"bpc_combosystem".
Either way, I moved the timeline code to the character controller and my code works I was just curious if there was some kind of workaround, I asked someone on Discord and they just sent me a link with zero explanation saying it can't be done but in my head, it does not make much sense to my why they can't use a timeline node.
I also just realized my question wasnt correct. I ment to ask why cant i use a timeline node in a component, and if their was a work around to useing a timeline node. Sorry for the miss understanding.
So instead of using a blueprint component for the combo system you can collapse the whole code into nodes like we do in part 1. Then a good way to spectate functions and variables would be to give them groups in the details panel
@MrKnowBodyUE5 I've been doing that a bit more thanks for showing that it does help.
I know its a little late but there is a Component timeline plugin on the marketplace that allows you to use timelines in components. It is very easy to use.
PLEASE! I NEED HELP! I followed your tutorial for the "Move Arrows" Part and i used it in my Game but when I start the Game it says that it cant read the characteristics of the knot "Set Relative Location" and the arrows dont move. Please help me @MrKnowBody. And btw your tutorials are so good that even i can understand what ur doing there.💪👍
So this could be because your Arrows aren’t being validated. So make sure you’re getting your enemy reference correctly and connecting that to the arrows.
@@MrKnowBodyUE5 Thx. And how can i check that?
@@DriveToThrive510 could you join the discord and post a picture in the help Channel it’ll really help in assisting you!
@@MrKnowBodyUE5 ok see u there.