Unreal Engine Continuous Combo Attacks - Action RPG #36
Project Files: / 103907827 .
This is the 36th episode of my new tutorial series on Action RPG game using Gameplay Ability System. Gameplay ability system (GAS) is a framework introduced by epic games that is designed to support a data driven gameplay programming architecture.
Today we are going to look into how to maintain a continuous combo attacks in the melee combat system we have implemented. What that means is, if the first attack is a right to left swing with the sword, if player press the attack button again before character completely finish and return to the idle position, the next attack will be a left to right swing. Just like this, as the player continuously attack, the attack animations also will maintain the continuity of attack animations. This will make the fighting look more natural. If the player start another attack after the first attack is fully completed and character returned to the idle position, the next attack will also be a first attack as there is no previous attack to maintain the continuity. The system will be replicated as we are using already implemented gameplay abilities and we will add a new notify state to implement this system.
Animations are sponsored by: www.ramsterzanimations.com/
www.unrealengine.com/marketpl...
Full Playlist :
Action RPG series with gameplay ability system:
• Unreal Engine Action R...
► 👇 𝐒𝐮𝐩𝐩𝐨𝐫𝐭 𝐓𝐡𝐞 𝐂𝐡𝐚𝐧𝐧𝐞𝐥 // 𝐁𝐞𝐜𝐨𝐦𝐞 𝐀 𝐏𝐚𝐭𝐫𝐨𝐧!
/ codelikeme
►Patrons will have access to project files of all the stuff I do in the channel and other extra benefits
Join this channel to get access to perks:
/ @codelikeme
Like my facebook page for more content : / gamedevelopersclub
Follow me on twitter : / codelikeme2
Follow me on reddit : / codelikeme
#CodeLikeMe #unrealengine #ue5 #ue4 #indiegamedev
Пікірлер: 15
nice work! You are making these fast
@CodeLikeMe
Ай бұрын
Glad you like them!
dude you are truly amazing!
@CodeLikeMe
Ай бұрын
Thanks
Great!!
@CodeLikeMe
Ай бұрын
Thanks
Loving this series so far! One thing I've noticed is that the clients are jittery when moving and attacking. Any idea of how to fix this?
@CodeLikeMe
Ай бұрын
I will look into that
@JJJones-ou4ls
Ай бұрын
@@CodeLikeMe Thanks! Yeah it's barely noticeable in the editor but really noticed it when I packaged it for a multiplayer test.
@JJJones-ou4ls
Ай бұрын
@@CodeLikeMe I actually just fixed this by getting smooth sync on the marketplace and unchecking some replication settings for the third person character. Must have been replication related.
Do you have a playlist to the RPG series?
@CodeLikeMe
Ай бұрын
kzread.info/head/PLNTm9yU0zou7XnRx5MfBbZnfMZJqC6ixz
@manashieldmedia
Ай бұрын
@@CodeLikeMe You rule.
Do energy attribute and playing an exhausted montage when not having enough energy
@CodeLikeMe
Ай бұрын
I will add that