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

Hi guys,

Check out my new music video - Voices.

Enjoy.

Hi guys,

Check out my new showcase video: Adrayvia - Rhythmic Combat, Coos and Perfect Parries

Enjoy.

So this asset will include melee attacks, archery, sword etc? And asset probably have some test game modes?

Yes, The Art of Combat has a lot of mechanics. You can check out the mechanics list on the product page.

Game modes are included as well.

Check out my new update for The Art of Combat! (Not Live Yet Though :D)

Enjoy.

The Art of Combat is on sale! Get it now if you haven’t: The Art of Combat in Blueprints - UE Marketplace

Join my Discord for live chat: Adrayvia Live

At work now, will buy this when im back home.

Ill add you to Skype, will need help for some futur implementation but most importantly, for Daz integration :stuck_out_tongue: (i first hear of you by googling info about Daz integration lol)

hope you gonna have some tip to help me lol

If you want a new feature for your already amazing kit;
Bring a modular equipment system (this is my daz challenge too lol, have to demembrate daz figure etc lol))
This will help the implementation of your system to an inventory/equipment system.
Providing this in different blueprint (people not interested or not using an inventory can use your original character blueprint)

Your motivation to help your customer and to always improve your product push us to support you by buying it… great job !

Hi,

Thanks mate. Appreciate it. The new update is on its way to Epic, and yeah, I’m also working on more packs.

Stay tuned.

Yeah i just saw your video on youtube… A release note could be interesting to make us wait lol

Added to skype

Other suggestion, it is great that you are improving your kit by giving quick ways to customise it with popular items on the marketplace (like kubold animation).

If you want to continue that way, (ill eventually ask you some advice to do it on my own project);
AI integration of the AI Toolkit:
[https://www.unrealengine.com/marketp...havior-toolkit

User Guide:](AI Behavior Toolkit in Blueprints - UE Marketplace)
AIBehaviorToolkit_v1_7_0.pdf - Google Drive

Merry Christmas everyone! The new update, now dubbed The AI Designers’ Update, has been submitted to Epic, and should be live in a few days.

In this update, you get a redesigned AI system now with:

  • New Modular Behavior Trees
  • i-frame implementation (invincibility-frames like those in the Dark Souls, and Nioh series)
  • Backstabs (optional - you can enable it if you want the mechanic)
  • 24 Original Musical Scores, Songs and Compositions (they may serve as placeholders for your actual SFX if you like)

Happy Holidays.

Great news, please tell us when it is official because UE4 launcher update notification is not reliable lol

I’m interested in creating a sort of “Tales of” feel to a project I want to start. Does The Art of Combat support swapping between potential player characters and whether or not they are controlled by the player or AI at the moment of swapping?

Hi,

The update is now live!

Enjoy.

Yes, it does. Whenever a player controller is not attached to a character, an AI controller automatically controls that character.

Quick Bump.

Picked it up a few weeks ago but haven’t had time to dig into it due to hectic work schedule but I should be able to get to it starting this weekend.

I have a quick question regarding the class setup you have for this package. I’m looking to alter stuff a bit and get rid of the class based elements and have things granted to all players. Are abilities such as feints, blocks and parries limited to their respective classes? I’m looking to modify things so that if you pick up a shield, you get the benefits of the shield (blocking, for example) without needing to be a certain class. How difficult would you estimate this to be?

Also, I was seeing that you made it very easy to include other marketplace animation packs such as Kubold’s. What is involved to easily swap them out if I decided to go that route and pick up some animations?

Lastly, are there any updates planned for the near future? If so, what types of features are you planning?

Really looking forward to getting into this. New to Unreal as well so I’m sure the road will be bumpy in the beginning. My project was originally done in Unity but after encountering loads of networking headaches and not wanting to pay for a solution I decided to look into other engines. Saw your package had 90% of what I already did as well as good networking. Keep up the great work!

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.

Hello everyone. I just bought this pack and while it looks incredibly cool and helpful, I am completely lost. When I create a new project from this plugin and play it I cannot figure out how to use a large majority of the system. I am unable to switch classes. I am unable to do anything but a kick attack. The pause menu isn’t working. When I jump it glitches the animations so that when I land I hover around instead of running and triggering a different animation gets it out of this glitch. Before I can even begin learning from this project I feel that I have to debug all of these items and figure out how to even play the game. Any tips for me would be helpful you guys.

Which version of Unreal Engine are you running? It may be bugs related to a specific version that went unnoticed due to updates. I’m running 4.18 and not experiencing these issues.

Hi,

There are no bugs in the system. All those things you mentioned work fine. You just need to “call” them appropriately. Discord/Skype me anytime for real-time guidelines.

Enjoy.