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

Hi guys,

TAOC is on sale now. March Madness or something :D.

Grab it now.

Quick question regarding the Moveset Control Component in the _Legacy folder. What would entail bringing this into the new _ADNeo project? The ability to change movesets based on weapons is something I had in my Unity project and will definitely want to bring it into this one, especially if it’s already done and working.

Also, how do movesets work currently in the _ADNeo project? I’m guessing it’s not based on weapon type since you’re planning on redesigning things.

Finally going to dig into everything this weekend since I’ll have free time.

Hi,

To use the current _Legacy’s MCC for the _ADNeo version, you’d simply have to replace the _Legacy’s Manne_BP (parent character blueprint) references found inside of the MCC blueprint with _ADNeo’s Manne_BP, and of course create and/or link any corresponding variables to the _ADNeo’s Manne_BP.

After that, just call the one function of the MCC in _ADNeo’s Manne_BP where you’d like switching to occur (you can look at the examples in _Legacy’s Manne_BP), and also set your montages in the correct structs (Struct_King and Struct Queen for _Legacy, but for _ADNeo’s Manne_BP’s design, you’ll only need either Struct_King or Struct_Queen).

Movesets in the current _ADNeo are by class. There’s a parent character blueprint - Manne_BP, and it has subclasses like the Ranger, SwordMeister, Assassin, etc.
Manne_BP has an RPG Component which is where you’ll set most of your montages, except specific ones like Death Montages which you’ll set inside Manne_BP (just check the blueprints to see what I did and where). Each of the subclasses also inherit the RPG Component, but each can have different montages set in their own RPG Component.

Enjoy. Reach me on Discord for more questions.

Hey guys,

I just got my hands on the Paragon assets. I still can’t believe it. Epic, thank you so much for these.

Since the assets are free, I could integrate them with TAOC, but I’m not sure if that’s something you guys would want.

So lemme know what you think.

Hey guys! This is an excellent tutorial made by a friend for integrating the Paragon Characters with The Art of Combat seamlessly, and in under 10 minutes. Enjoy.

How easy would it be to get this working with a top down project? Does this include a method of input for a twin stick style beat 'em up, as well a WASD setup with mouse?

Quick Bump.

Hi!

I wrote this on the product page where you asked, so I’ll just paste it here:

" You’d have to reconfigure the player controller blueprint and inputs in the project settings, and also set your camera to be top down. Alternatively, if you’re looking to migrate the pack into your top-down project, then you only need to configure the player controller blueprint and input settings. It’s not difficult, especially if you have a good basic understanding of how blueprints work."

Either way, I’m here to guide you if you have issues or difficulties with the pack.

Quick Bump. I’m still here folks >.> :slight_smile:

Quick Bump.

Working on something really cool.

Quick Bump.

This might be a noob question but I’m wondering how difficult would it be to combine your system with this one: Dynamic Ledge Climb System in Blueprints - UE Marketplace
or would it be too much work. I don’t mind if the multiplayer doesn’t work.

Quick Bump.

Hi,

It doesn’t look like it’ll be difficult (from my point of view :)), especially if the tutorials are followed. If you do get both packs and need some help integrating them, I’ll be happy to assist. Just reach me on Discord (@Ragnar#9805).

Quick Bump.

So I just integrated the Advanced Locomotion Kit with The Art of Combat. I’m planning to make a video soon, but I can also do a live tutorial if anyone wants that.

Quick Bump.

Quick Bump again.

I just purchased your pack and the locomotion pack and would love to see an integration tutorial of the two. I need to add them to my existing character build.