The Art of Combat - Melee Combat System for the Unreal Engine

Hi, @overreal.
To change characters (meshes), simply select your character’s mesh in the content browser and click on the assign button in the character blueprint. If you mean to change characters (blueprints), you can create children of the parent character blueprint to hold unique designs for each child, or duplicate the parent and change the corresponding cast nodes that refer to the character blueprint to match the new blueprint.

As for changing animations, it’s really easy to change animations. I included a Moveset Control Component which is active by default. You can use it to switch movesets depending on the weapon type in use. This is the default configuration. If you are okay with this, simply navigate to the:

TheArtOfCombat>CombatSystem>Blueprints>Structs folder.

In there, you’ll find AIPossession and PlayerPossession folders.
Inside the PlayerPossession folder, a folder named _StructKing which houses a struct called StructKing_PlayerPossession_Struct exists.
This struct holds all the montages for the Manne_BP (player character blueprint), and you can assign the montages here.
Manne_BP by default uses the Sword One Handed style (_Sword_OH suffix), so to assign the evades for it, for example, click on the Evades_Sword_OH dropdown and assign the montages there. For its Light Attacks, click on Light_Attacks_Sword_OH and assign the montages. And so on.

The same thing applies to the AIPossession’s StructQueen struct.

Of course if you want to change the class of character blueprints, (from Sword One Handed to something else, perhaps Dagger Double Wield, for example) open up the respective character blueprint (Manne_BP or AI_Guard_BP). Under the Components tab, scroll down to the Moveset_Control_Component. Click on it and navigate to the details tab. Scroll down to the Weapons>Types category, and you can easily set Char’s Current Weapon Type to what ever you wish. The Weapon Type Enum can be modified according to your design as well. Open up the Moveset Control Component to see how it works.

If, however, you do not wish to use the Moveset Control Component, simply open up the character blueprint and search for ‘SMBWT On Char’. Disconnect the pins that go in to this function, and make sure to continue the execution flow (connect the disconnected pin(s) into the node(s) that the SMBWT on Char’s output is connected to). Now you can simply assign the montages right here in the character blueprint, and/or on instances of the character blueprint.

For instance, to assign the Evade_Forward montage, simply select your montage in the Content Browser and assign it to the Evade_Forward variable in the character blueprint, or its instance.

As for the ‘I don’t know if it now supports locomotion’, what do you mean by ‘locomotion’? Both The Art of Combat’s player and AI character blueprints support translocation by movement (if this is what you mean by locomotion), and both have animation blueprints with state machines.