I have a combo system I’m using for the players and eventually the bots. All it is, is a collection of ‘Combo’ that contains the button to press and the animation to run.
A combo has a collection of combo i.e. a list of potential buttons for the player to press next. An example could be like this:
E links to F and G
G links to E again
and F links to Q
As you can see this diagram could easily become a blueprint. I would like to know how I would go about making this basic c++ class (currently doesn’t have a header file) into a blueprint that the game developer can drag onto the blueprint of the player and add to and change at any point.
Here’s the class (need to work out strings ect):
#pragma once
class Combo
{
public:
Combo()
{
ComboID = 1;
//ComboButton = "";
ComboDamageScaling = 1;
ComboDelay = 1;
//ComboAnim = "swim_rt_rif";
}
int ComboID;
float ComboDamageScaling;
float ComboDelay;
TArray<Combo*> ComboList;
//string ComboButton;
//Name ComboAnim;
//SoundCue SwordClank;
void Add(Combo ComboToAdd)
{
if (ComboList.Length > 0)
{
ComboList[ComboList.Length] = ComboToAdd;
}
else
{
ComboList[0] = ComboToAdd;
}
}
};
Just as an example the player might have a property like this, where the first combo is assigned to:
Combo * StartingCombo;
Any help making this work in blueprints would be great. If it comes to it I can always make it in code