Hi everyone!
I’m actually making a game in UE 4.27 where the player needs to fight some enemies on his way, using only close combat interactions to beat them down.
I’ve recently added a targeting system that integrates very well the concept, as the player can easily target an enemy and fight him til he’s out of combat, but I encountered a problem: the targeting alone isn’t enought to get the right feeling, mainly because some hits don’t interact with the enemy, resulting with a fight that feels too sloppy.
To improve that, I thought about a tracking system similar to the one in the Dark Souls franchise, with the player character that rotates a bit when he’s targeting and is really close to the enemy, so he can easily hits kicks and punches.
After reading some documentation, I made the blueprint attached and it works correctly, but I can’t rotate smoothly the character as the rotation occurs immediately and feels innatural sometimes, am I missing something?
FIY:
Hit Target → The targeted pawn that is currently fighting the player;
Is Targeting → A bool that tells if im in targeting mode or not;
Is Close To Enemy → A bool binded to an extra capsule collision, it tells if I’m really close to the enemy or not;