I want to make a combat system in Open World like Final Fantasy 15 or Castlevania Curse of Darkness (Hector) or Bloodstained Ritual Of The Night but I don’t know how to do.
more details: The weapon on main Character disappears immediately after the melee button which means the weapon is not stuck in the hand
I’m probably not the most qualified person to be offering advice on subject or most subjects for that matter
, but I am using something similar to what you’re describing.
You’re going to want to use Animation Notifies in order to summon/de-summon the player’s weapon during their attack animation.
You create Animation Notifies within the melee attack animation asset and place them along the animation’s timeline at whatever points you want the weapon to appear/disappear. However, the actual act of the weapon appearing/disappearing will instead need to be set up within your player character’s blueprint using customs events to call these actions:
And finally, you have the Animation Notifies for the melee attack animation call the custom events for making the weapon appear/disappear within your character’s animation blueprint.
In my own current setup for example, the player character’s weapon is by default invisible and not attached to the them, but when the player character begins their attack, the weapon is attached to the character’s hand socket and rendered visible. When the player character finishes their attack & puts their weapon away, the weapon is once again rendered invisible and detached from the player’s hand socket. Some games to my knowledge use a different approach of instead shrinking the player character’s weapon or any other objects that they need to summon and store them inside themselves till they need to be called upon.
However, the problem with my setup is that if the player is damaged while in the middle of an attack, the melee animation is interrupted and thus the Animation Notify to make the weapon disappear won’t be called. then results in the weapon remaining stuck to the player’s hand when it shouldn’t be, and the weapon disappearing when it shouldn’t while carrying out a melee attack. I haven’t been able to fix problem myself, so anyone has any suggestions on how can be fixed would be greatly appreciated.
Otherwise though, the setup is still functional and at the very least should be useful as a starting off point to be expanded upon.
Hope helps!
I appreciate your answer, thanks for contribution. It help me a lot.
the problem we can get in answer is Interrupted attack system .
hope we get the solution in page
For melee combat, I love using the Play Montage node:
However I believe the tough part here is the animations air-combos. Those can be tricky to set up! There’s lots of tutorials about them tho.
good to know from other perspective, community always finding solution in Flexible way.
Air Combo Is good For imitate game like Nier, Devil May Cry , and FF15
Not using Air Combo Still Nice gameplay
Thanks for contribution




