UE4 Combat Arena Blueprint Tutorials

Thank you for your quick reply .

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  1. RESET BOSS ONLY ON TRIGGER
    Your DoOnce, put a custom event and plug it in the reset. Then when the player dies and you press RETRY that’s when the event is called to reset the doOnce. Meanwhile for the boss there’s a Alive variable if FALSE it prevents him from doing anything. So set it to false and when the triggerbox is overlapped you set that variable to true. You can also make a a new boolean variable called “Suspend” or anything to stop the the boss from moving. On the attacker and seek player events branch and check is Suspend is true. If it is then nothing should happen if it’s false then the boss goes to do his regular things. Manipulate that “Suspend” variable when the player dies, set it to TRUE and when the player hits RETRY set “Suspend” to FALSE.
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I’m not 100% sure if I do understand that. That’s maybe because I have tried so much already to get rid of this problem that I thought I would go nuts :stuck_out_tongue: Maybe you could post a screen from the blueprints so I could get an idea of your suggestion. However I have tried a similiar approach and that looks like this:

lvl bp:

Initialize Boss:

Retry Function Boss:

I didn’t name the variables, but I used those two boolean variables Newvariable0 and 1 to get it working. I think that this isn’t the right approach to get it working in terms of performance, because it involves 2 event tick events. Probably going to make some timer which checks each .3 seconds or so.

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  1. FLINCH DIRECTIONAL PUSH
    I’ll work on a tutorial for that. I think I solved the issue but it’s pretty long to type it out.
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Thank you for the video. I hope you didn’t just do it for me, but if this is the case thanks a lot, I appreciate it :slight_smile: But unfortunately it doesn’t work for me. I don’t know exactly why, but I think it is because the fist collision from the boss overlaps world static, but ignores world dynamic. The players detect collision boxes are, like you said, set to custom, collision enabled and overlaps everything. I’m not sure what causes the problem, but I tried some things out and ticked the overlaps world dynamic at the boss fist, too and it somehow worked. The problem then was that the hits form the boss killed the player much more rapidly, somehow dealing more dmg without changing the dmg variable which is kind of strange. Furthermore I placed the print strings at the end of the overlapcomponent execution path, because somehow they didn’t trigger at the custom event “FlinchDirection”, which leads to the conclusion that the whole execution path doesn’t get triggered and doesn’t perfom the correct collision request. All in all it confused me a bit, because it didn’t work as expected. I’m sure I did something wrong, but I’m not sure what. Which object type did you use at the collision boxes at the player to detect form which side he gets hit, World Dynamic or World static? Probably the problem is somewhere there.

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3. SHIELD DEFAULT BACK DODGE
I don’t know for this sorry, the default direction of a character not moving is close to 90 degrees from I noticed. When moving to the right it’s also similar in value so the default dodge becomes to the right. I can’t invest too much time right now in this one.
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Okay no problem. I’ll try to figure it out by myself whne I have some spare time :slight_smile: