UE4 Combat Arena Blueprint Tutorials

Thank you Super !

I purchased your mage vids hope to see more tuts in the future.

Im trying to make as much time to experiment and provide new blueprint tutorials but Im in the middle of moving so it`s getting pretty difficult. But in time I will work on providing more things.

It was awesome!
And i have a question about the trails.When i made the material,I click right mouse button,but I can`t find the opacity mask node.what is the actually name of the opacity mask node?

A lot of people have been asking me on the trails, I think I’ll just make a video shortly on that. Stay on the look out for it :slight_smile:

Finally after finishing the mage tutorials and testing some things out I have a few questions.

  1. When the player chooses the map the boss gets initialized when the player overlaps a triggerbox. My problem is that when the player dies or wants to retry the boss is still initialized and automatically chases the player, but I want the player to overlap the triggerbox again before the boss gets initialized again. I’m having trouble getting this done correctly. I think it is because of the DoOnce. Either the boss is initialized once and chases directly after retry or he doesn’t chase at all after retry. I hope you can help me solve this problem.

  2. Regarding the melee flinch tutorials. Everything works fine when the player faces the boss. The player gets damaged and gets pushed back a bit. But when the player is standing backwards to the boss and he flinches the player gets pushed in the wrong direction. I made a little video to show the issue.

https://.com/watch?v=xQRBO_7dedQ

Do you know a method to calculate the correct direction in which the player gets pushed back?

  1. It’s a minor issue, but I would like to know how to solve this. When the warrior is dodging in greatsword mode or when he dodges in sword&shield mode the initial dodging direction without pushing any button for direction is backwards, but when he is in blocking mode the initial dodging direction is to the right. I think you mentioned it in your video, but I’m not certain, because I cannot find the video anymore.

Here are my suggestions for this from what I can think of:

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.

2. 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.

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.

If you’re subscribed to my channel there should a video for Directional Flinch if I pull it off :slight_smile:

EDIT: Uploading the vid

Here it is , it’s a quick fix. But you can expand on that notion or make something new

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:

BOSS RETRY

What you need to do is at the boss Initialize event right after the Alive variable, set IsAttacking to FALSE
Make an event dispatcher call it “Retrying”
Then in your level blueprint, take the boss reference node and BIND EVENT TO RETRYING, place it right before the DoOnce
Drag a wire from the red box and type Custom Event
Hook that custom event the Reset of the DoOnce
In your Boss BP, check the retry even and after setting boss location set IsAttacking to TRUE and CALL RETRYING (drag the retrying event dispatcher in the blueprint and select CALL)

What this does is when the menu retry button is pressed it fires an event in the boss that will relocate him and make his blueprint believe that he is attacking so he can’t move or do any actions. Then it resets the trigger box and when you overlap it again, it will re-initialize the boss and tell his blueprint that he is no longer attacking and he can perform regularly now.

I hope that helps :smiley:

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I hope that helps :smiley:
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Yes, yes it does! It does help indeed a lot. This is such an easy way to call a custom event in the level bp. I didn’t even know that this is possible. I always had to make an event tick event which calls the certain bp to check if the variable has changed to reset something in the level bp and it will help me with other projects, too. This is awesome! I love you and event dispatchers :smiley:

Now I only need to figure out what I did wrong with the directional flinch and I am happy

Great stuff, really, well done :slight_smile:

Great video series…it has been awesome following along! You mentioned in one of them that you were going to do a fix for how rapidly you had to click the mouse to get the chain combo to execute. Did you ever find a solution? It can be pretty brutal on a gamepad.

On the lock on video, is there a way to add strafing to the character. so hes always facing the enemy.

Hey guys, I’m taking a small break from blueprint for a bit. Working on a Dragon Ball Z project and gotta put some time into it. I’m doing the concept and illustrations in it.

Have a look if you’re interested
http://www.dbztribute.com/

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Hey guys, I’m taking a small break from blueprint for a bit. Working on a Dragon Ball Z project and gotta put some time into it. I’m doing the concept and illustrations in it.
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Looks great! But don’t you need the rights to make a game of such a popular and famous brand? Too bad that you don’t make any blueprint tutorials anymore…they were awesome. But good luck with your new project.

Saw the DBZ tribute on Kotaku…looks dope! Great talented crew all around…looking very forward to this!

[=;379707]
Looks great! But don’t you need the rights to make a game of such a popular and famous brand? Too bad that you don’t make any blueprint tutorials anymore…they were awesome. But good luck with your new project.
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I’m still making blueprint tutorials they haven’t been released lol the melee combat tutorials were 6 months of trial and error. So I just need some time to make something new then I’ll share it with ppl.

Wow that DBZ stuff looks awesome! Congrats! I will enjoy following your work on that:-)

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I’m still making blueprint tutorials
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Great to hear :smiley: