im working on an action adventure game, and I had an idea that if he spills too much blood in combat he goes into a uncontrollable frenzy and wipes out every target he sees but you have no input how would I set up this system in blueprints?
Hey there @echo_dev1! Welcome to the community! This type of system is entirely dependent on how your combat is set up. Action Adventures could be third person, top down, or any view style in between. Same with combat style, but I assume I already know what you mean there.
This question is a bit too broad to give a direct demo of how it’d work since you’d have to already have at least a built character and your combat system, so I’ll just give you a high level overview of how I’d go about it.
For most games, if you want the berserk mode to be coherent and not do incorrect things accidentally, you’d need some form of basic AI. In UE you can swap player controllers to an AI controller on the fly if need but, but you’d have to build your game around the idea early, as for games like say God of War, only Atreus or the enemies use the navigation mesh, but in your game your primary character needs to be able to maneuver just like an AI while in berserk mode.
However if your game is simple enough combat wise, you could get away with just taking the controls and have the player run at enemies swinging, but that can be hard to make work well or flashy.
i see thank you for the reply
No problem! Once you get a little more into development, I did find a resource which will help you understand possession and swapping to AI control. This tutorial is a bit older, but still accurate, that can show you how to get the AI to take control of your pawn. However, this is a bit different so you’d have to adapt it a bit instead of switching characters, you’d likely swap your player to a camera tied to the character actor, let the AI take hold and let it go nuts, then swap the player controller back in.
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