The project has been released on the marketplace:
https://www.unrealengine.com/marketplace/multiplayer-melee-combat-system
The project has been released on the marketplace:
https://www.unrealengine.com/marketplace/multiplayer-melee-combat-system
Have a look at this image:
If you look for the “IsBeingExecuted_Broadcast” event you can see that the BP_Ragdoll actor is spawned. When it is spawned you have a few options (e.g. applying the bone break to the head bone to severe the head). You can change the impulse here (set it to something different than -20000).
Loving this system, i have a bool check if sword is equipped if it is… it turns on the combat and directional guard animations etc…
Question trying to get the crossbow setup in-game, btw I like how you can break animations into full body, upper, or lower… I see in combat animation bp that there is the Guard directions blendspace for the 4 directional idle animations and a default …
How do i add more animations to combat directions ? i want to turn this guard directions into my weapon poses… i made default a bit less sword like… but how do i add more additive blendspaces to this image link attached…?
I tried adding them in Combat direction Enum… they dont show up in image link attached, what do i need to do to add more?
-Eric
Thanks
Think i figured it out… now to try and make your crossbow work well in melee combat system
Hey, that’s great that you figured it out on your own.
For everyone else who is interested in this, I will also answer this question:
First you create a new entry in the “CombatDirections” Enum:
After that you can edit the Animation Blueprint and add your new enum entry here. It doesn’t show up automatically, it has to be added manually. You can right-click on the blend node and select the new enum entry under “Add pin for element”:
And that’s it. You can now use it to assign a new pose.
I read that this system uses traces for collision detection. Is this set up for swapping to different weapons?
Yes, it uses traces. Weapons need to set up first to be working (there is a specific Blueprint class for weapons). Weapon swapping is not implemented at the moment, however, adding it shouldn’t be too much of a hassle.
You have a pm ^^
Hmm whats the way to have characters besides epic mannequin execute and have had cut off… I noticed other characters seem to have there necks come with mesh stretching … does the character mesh have to be made specifically for dismemberment ?
For the bone break feature to work the mesh needs to have a head that can be seperated. If it doesn’t, you get stretching like you experienced with the other character.
When skinning you have to pay attention that you don’t have any quads/tris that are influenced by the neck and the head - make sure they are only influenced by one the bones.
At the moment the community poll is going on for December:
If you like the Multiplayer Melee Combat System a vote would very much be appreciated!
Voted First place Grats
Thank you! Much appreciated!
Still having trouble getting a combo system working with multiple attacks, in try attack, im trying to having attack 2 be random is see after CanRecevieComboInput i try to have it call another here never plays right… Do you have and example for adding 1 more combo attack possibility here… and i can just rinse and repeat… where else i should be looking to get attack 2 animation to instead play a random animation from attack array on combo input?
Thanks
The first update is almost finished and it will include a number of arbitrary combo attacks - then you will have your example. Will be submitted to Epic soon.
The first update is finished and has been submitted to Epic. Should be available soon.
Everyone who purchased the pack on Gumroad can already the update from there.
The following things have been changed:
If you have any requests or you want a specific functionality added to the system just let me know.
Btw.: If you are looking for a character to go with the system, have a look at the Modular Medieval Knight.
Downloaded from gum road, just checked update not available yet, still old version
THANKS again great update cant wait to test it … when gumroad updates
for all the changes for reworked combat system for arbitrary # of attack animations, where is place to look to follow it … for patching the original system to this update… since i made many changes already… stamina is already a part of my system …
On Gumroad you should see a second file on the product page. “MPMC_414.zip” is the first one (not updated) and then there should be “MPMC_414_2.zip” - this is the updated one.
As for your question: Have a look at the “TryAttack” function. I left the old Blueprints in there (for reference) - they are not connected and don’t do anything. However, this way you can study what was changed. The Blueprints are commented so you should know what to look out for:
The update is now live on the marketplace!