UE4 Combat Arena Blueprint Tutorials

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Hi! I have a little question, I would like to Change the character orientation while he is attacking (for example to attack the enemies in his back without stop the combo attack) . Anyone knows a way to change the character orientation to the one obtained with the input from the controller?

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I think I know the solution, but even though it work fine, I don’t like it.
I found “Add Movement Input” function to be the most reliable way to adjust Pawn’s rotation, so the whole idea is based on scaling MoveRight and MoveForward inputs (see marks on image):

  1. Instead of cut off movement during attack with “IsAttacking” check entirely, use “Scale Movement” modifier.
  2. Put “Scale Movement” modifier to ‘0’ when attack input is registered.
  3. Create window for adjustment with “Trackable” and “NonTrackable” events.
  4. Set “Scale Movement” modifier to ‘0.1’ during adjustment window. It will allow to rotate Character to desired direction and make push too small to be noticed. But don’t make window too small, otherwise Character will not have time to perform 180 degree turn.
  5. Set “Scale Movement” modifier back to ‘1’ when attack ends.

Procs:

  • Small adjustment window makes combat feel like in Witcher 3, and big one - like tracking in Dark Souls with GreatSwords (Murakumo in particular).
  • It does not conflict with changes to Max Speed when switching to GreatSword mode.
  • I managed to put Dash move without any special fixes.

Cons:

  • This is a dirty hack: push Character in order to rotate him - that simply sounds wrong.
  • You have to properly adjust “Scale Movement” modifier and Rotation Rate (‘Character Movement (General Settings)’ section in BluePrint settings) in order to make it look natural. And it might not work well with other animations.

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