Hi!
Thanks for purchasing my pack. I really hope you have a lot of fun with it, and it serves as a good and reliable learning avenue as well.
To answer your questions in order:
Some of the abilities and mechanics do have restrictions placed on them on a class type basis, but it literally takes just half a second to remove each limitation, because I used a Switch on Enumeration node to serve as the conditional mapper in those scenarios. So all you’d need to do is either connect ALL the outputs of the Switch node (every class) to the following logic, or simply disconnect the Switch nodes entirely and continue the logic flow.
Importing your own animations is pretty easy and straightforward. And I made sure to streamline the pipeline for Kubold’s animations especially out of the box. What this means is: You import your animations, create your montages, copy the notifies in my own animation montage examples included in the pack into your own montages, and then set the montages to be used in the RPG component of the Manne_BP (parent character class). That’s it.
As for planned updates, yes, of course, there are more planned. I still haven’t included my Team Hierarchy Component in the pack yet, and even though the _Legacy folder version does contain a Moveset Control Component (enables automatic switching of animations based on the equipped weapon type at runtime), I’m planning to design a new Moveset Control Component for the _ADNeo folder version as well, amongst other updates.
This here is a documentation WIP for The Art of Combat: Tutorials: The Art of Combat
Take a look at it, and join my Discord server (links in signature) to communicate with me in real time.
Enjoy.