Hello Everyone,
I was thinking trying to implement a combat system with a character that I have, but i’m not sure how to start it. Are combat system usually a combination of c++ and blueprints or is it mostly just blueprints? In my head most of the overhead would be done in c++ and then the finishing touches would be in bp. Anyways, i’m open to any suggestion, feedback, and links, if possible.
Cheers!
It highly depends on what type of combat you have in mind.
Let’s take a look at something like Dark Souls. It is highly dependent on the animation, which has trigger boxes (Damage Boxes) attached right to the sockets. Then in Blueprint or C++ you can create a logic for those boxes. If you want to be super fancy, you can create a “Damage Box Component” in C++ and then use it in throughout your project. So it could be attached directly to the Skeleton Socket (used for animations) or to Item, like Sword, which is not directly attached to the skeleton, but is a separate object.
Other games (maybe Smash Bros?) don’t use animations to detect damage, but get overlapping actors “infront” of player the very same tick player pressed the button. Yes, it does not align exactly with the animation, but it feels really responsive and quick.
I agree that heavy lifting should be done in C++, with latest improvement it would need to be really heavy to make a difference in the game performance.
Good luck!