Unreal Melee Combat System
A blueprint soulslike melee combat system on unreal.
engine version: 5.1.0
Interfaces
AnimInstance_BPI
Implemented in the animation blueprint, used to update animation state machine.
Functions |
Description |
Update Combat Type |
Change character locomotion animations by different weapon type (eg: No Weapon, Light Sword, Shield, Twin Sword, Great Sword...) |
Update Combat Enable |
Change character Common / Battle locomotion animations. |
Update Blocking State |
Change character Defensive / Offensive posture locomotion animations. |
Combat_BPI
Implemented in the combat character actor blueprint.
Functions |
Description |
Perform Attack |
Play the attack montage (Light Attack, Heavy Attack, Charged Attack, Falling Attack, Sprinting Attack, Special Attack...) depend on current equipped weapon, and change character state to Attack. |
Perform Action |
Play the action montage (Enter Combat, Exit Combat, Dodge, Block, Slide, Die...), and change character state. |
Perform Use Item |
Play the item usage montage, depend on current equipped item. |
Perform Hit Reaction |
Play the hit reaction montage, depend on damage direction (Front, Back, Left, Right), damage type (Melee, Knockdown, Dot...) and character blocking state. |
Perform Death |
Play death montage and change character state to Death. |
Get Speed Mode |
Get character speed mode (Walking, Jogging, Sprinting). |
Get Desire Rotation |
Get character desire rotation (forward or current input direction). |
Set Moveable |
Set character moveable. |
Can Recieve Damage? |
Character can receive damage or not. |
Reset Combat |
Reset character attack count and attack state. |
Continue Attack |
Continue play combo attack montage. |
Consume Item |
Consume Item. |
Set Invincibility |
Set character invincibility or not. |
Move To |
Let character move to specify location in the input time. |
Jump To |
Let character jump to specify location in the input time. |
GameplayTag_BPI
Gameplay tag stuff.
Functions |
Description |
Get Owned Gameplay Tags |
Get asset's gameplay tag. |
Has Matching Gameplay Tags |
Check if the asset has gameplay tags that matches against any of the specified tags. |
Interactable_BPI
Functions |
Description |
Interact |
Interact with interactive objects by caller. |
Targeting_BPI
Functions |
Description |
Can Be Targeted? |
Check character can be targeted or not. |
Enable Lock On |
Enable / Disable lock on perform. |
On Targeted |
Character on Targeted / Untargeted event. |
Weapon_BPI
Functions |
Description |
On Owner Landed |
Weapon owner on landed event. |
Actor Components
BP_CollisionComponent
Collision Component provides attack collision detection capacity for weapon actor or character.
Event
Event |
Description |
Set Collision Mesh Component |
Set static mesh or skeleton mesh as collision socket source. |
Activate Collision |
Clear already hit actors, and enable multi sphere trace. |
Deactivate Coliision |
Disable multi sphere trace. |
Collision Trace |
Start multi sphere trace, call On Hit delegate for qualified actors. |
Dispatchers
Dispatchers |
Input |
On Hit |
Hit Result |
Public Variables
Variables |
Type |
Description |
Start Socket Name |
Name |
Multi sphere trace Start location. |
End Socket Name |
Name |
Multi sphere trace End location. |
Trace Radius |
Float |
Multi sphere trace Radius. |
Collision Object Type |
EObject Type (array) |
Multi sphere trace Object Type. |
Actors to Ignore |
Actor (array) |
Multi sphere trace Actors to Ignore. |
Draw Debug Type |
Draw Debug Type |
Multi sphere trace Draw Debug Type. |
Ignore Gameplay Tags |
Gameplay Tag Container |
Multi sphere trace ignore gameplay tags. |
Functions
Functions |
Description |
Is Collision Enabled? |
Check collision is enabled or not. |
Get Already Hit Actors |
Get multi sphere trace hit actors in collision. |
Get Last Hit Result |
Get last multi sphere trace hit result. |
Get Ignore Actors |
Get ignore actors list. |
Add Ignore Actors |
Add actors to collision ignore list. |
Remove Ignore Actors |
Remove actors form ignore list. |
BP_CombatComponent
Combat Component is used to manage the character current main weapon, shield weapons and props.
Public Variables
Variables |
Type |
Description |
Attack Count |
Integer |
Continuous attack counter, as combo montage array index. |
Functions
Functions |
Description |
Set Main Weapon |
Set weapon as character current equipped main weapon. |
Get Main Weapon |
Get character current equipped main weapon. |
Set Shield Weapon |
Set shield weapon character current equipped shield weapon. |
Get Shield Weapon |
Get character current equipped shield weapon. |
Set Item |
Set character current equipped item. |
Get Item |
Get character current equipped item. |
Consume Item |
Consume character current equipped item. |
Set Combat Enable |
Toggle character Common / Battle state. |
Is Combat Enabled? |
Check character is in battle or not. |
Reset Attack |
Reset Attack Count to 0 , reset Attack Saved and Wait for Attack to false . |
Set Blocking Enable |
Toggle character Defensive / Offensive state. |
Is Blocking Enabled? |
Check character is blocking or not. |
Dispatchers
Dispatchers |
Input |
On Toggle Combat |
Boolean |
On Toggle Blocking |
Boolean |
On Item Changed |
BP_ConsumableItem |
BP_EquipmentComponent
Equipment Component is character's equipment manager.
Public Variables
Variables |
Type |
Description |
Starting Equipments |
BP_BaseEquipment (array) |
Initial equipments configuration of the character. |
Functions
Functions |
Description |
Initialize Equipment |
Initialize starting equipments for character. |
Get Current Equipments |
Get character current equipment list. |
BP_StateManagerComponent
State Manager Component is used to manage the owner's states and action.
Functions
Functions |
Description |
Set Current State |
Set owner current state gameplay tag. |
Get Current State |
Get owner current state gameplay tag. |
Reset State |
Reset owner current state gameplay tag. |
Is Current State Equal To Any? |
Check owner current state is equal to any specific gameplay tag or not. |
Set Current Action |
Set owner current action gameplay tag. |
Get Current Action |
Get owner current action gameplay tag. |
Is Current Action Equal To Any? |
Check owner current action is equal to any specific gameplay tag or not. |
Dispatchers
Dispatchers |
Input |
On Character State Begin |
Gameplay Tag |
On Character State End |
Gameplay Tag |
On Character Action Begin |
Gameplay Tag |
On Character Action End |
Gameplay Tag |
BP_StatsComponent
Stats Component is used to manage owner's stats value.
Event
Event |
Description |
Start Regen |
Start regen specific stat value. |
Stop Regen |
Stop regen specific stat value. |
Public Variables
Variables |
Type |
Description |
Base Stats |
E_StatsType -> F_BaseStat (mapping) |
Owner base stats and value configuration. |
Stamina Regen Rate |
Float |
Stamina regen rate, per 0.1 second. |
Regen Delay |
Float |
Stamina regen delay time, second. |
Functions
Functions |
Description |
Initialize Stats |
Initialize owner stats by Base Stats . |
Set Base Stat Value |
Set specific stat base value. |
Get Base Stat Value |
Get specific stat base value. |
Set Max Stat Value |
Set specific stat max value. |
Get Max Stat Value |
Get specific stat max value. |
Set Current Stat Value |
Set specific stat current value. |
Get Current Stat Value |
Get specific stat current value. |
Modify Current Stat Value |
Modify specific stat current value by delta value. |
Take Damage |
Damage Mulitplier = Damage / (Damage + Armor) Reduced Damage = Damage x Damage Mulitplier |
Regen Stamina |
Regen owner current stamina value. |
Dispatchers
Dispatchers |
Input |
On Current Stat Value Updated |
E_StatType, Float |
BP_TargetingComponent
Targeting Component provides the ability to lock on target.
Event
Event |
Description |
Enable Lock On |
Enable targeting. |
Disable Lock On |
Disable targeting. |
Toggle Lock On |
Enable or disable lock on. |
Public Variables
Variables |
Type |
Description |
Target Object Type |
EObject Type Query |
Object types that can be targets. |
Targeting Radius |
Float |
Sphere trace Radius. |
Targeting Distance |
Float |
Max targeting distance. |
Target Rotation Interp Speed |
Float |
Lock on camera rotation RInterp speed. |
Default Rotation Mode |
E_RotationMode |
Orient to Movement / Orient to Camera |
Functions
Functions |
Description |
Set Is Targeting |
If target actor is valid, set Is Targeting to true , and send On Targeted message to target actor. |
Is Targeting? |
Check owner is targeting or not? |
Find Target |
Find closet targetable pawn as lock on target. |
Set Target Actor |
Set target actor. |
Get Target Actor |
Get current targeting actor. |
Update Targeting Control Rotation |
Update owner controller rotate to target actor. |
Set Rotation Mode |
Set rotation mode: Orient to Movement / Orient to Camera. |
Get Rotation Mode |
Get owner current rotation mode. |
Update Rotation Mode |
Update owner rotation mode depend on owner state. |
Can Target Actor? |
Check actor can be targeted or not. |
Dispatchers
Dispatchers |
Input |
On Disable Targeting |
None |
Character Actor
All the characters are inherited from BP_CombatCharacter_Base
, which including common logic of Player and AI.
BP_CombatCharacter_Base
CombatCharacter_Base has the following custom actor components:
BP_CombatComponent
, BP_StateManagerComponent
, BP_StatsComponent
, BP_TargetingComponent
, BP_EquipmentComponent
.
And implements the following interfaces:
Combat_BPI
, GameplayTag_BPI
, Targeting_BPI
.
Public Variables
Variables |
Type |
Description |
Max Walking Speed |
Float |
The character movement Max Walking Speed in walking state. |
Max Jogging Speed |
Float |
The character movement Max Walking Speed in jogging state. |
Max Sprinting Speed |
Float |
The character movement Max Walking Speed in sprinting state. |
Unarm Hit Montage_F |
Anim Montage |
Hit from front montage on unarm state. |
Unarm Hit Montage_B |
Anim Montage |
Hit from back montage on unarm state. |
Unarm Hit Montage_L |
Anim Montage |
Hit from left montage on unarm state. |
Unarm Hit Montage_R |
Anim Montage |
Hit from right montage on unarm state. |
Knockdown Montage_F |
Anim Montage |
Knockdown from front montage on unarm state. |
Knockdown Montage_B |
Anim Montage |
Knockdown from back montage on unarm state. |
Owned Gameplay Tags |
Gameplay Tag Container |
Character identify gameplay tags. |
Ignore Gameplay Tags |
Gameplay Tag Container |
Character attack ignore gameplay tags which other actors owned. |
Pelvis Bone Name |
Name |
Ragdoll root bone. |
Event
Event |
Description |
Event BeginPlay |
Initialize character stats and equipments. |
Event Tick |
Get delta seconds. |
Event PointDamage |
Point damage handler. |
Event On Landed |
Character on landed event. |
Event Begin Rotate To Target |
Start the timeline, character begin rotate to the target. |
Event Stop Rotate To Target |
Stop the timeline. |
Input Action
The following input actions are mapped only in BP_CombatCharacter_Player
.
Event |
Description |
EnhancedInputAction IA_Look |
Modify controller Yaw and Pitch. |
EnhancedInputAction IA_Move |
Move the pawn. |
EnhancedInputAction IA_Jump |
Jump. |
EnhancedInputAction IA_Interact |
Interact with near actor. |
EnhancedInputAction IA_ToggleCombat |
Toggle character Common / Battle state. |
EnhancedInputAction IA_ToggleWalk |
Toggle character Walk / Jogging state. |
EnhancedInputAction IA_ToggleLock |
Toggle character targeting state. |
EnhancedInputAction IA_LightAttack |
Light attack input. |
EnhancedInputAction IA_HeavyAttack |
Heavy attack input. |
EnhancedInputAction IA_Dodge |
Dodge input. |
EnhancedInputAction IA_Sprint |
Sprint input. |
EnhancedInputAction IA_Block |
Block input. |
EnhancedInputAction IA_UseItem |
Use current equipment item input. |
FSM
Event |
Description |
On Character State Begin |
Called on character enter any state. |
On Character State End |
Called on character exit any state. |
On Character Action Begin |
Called on character start any action. |
On Character Action End |
Called on character exit any action. |
On Current Stat Value Updated |
Called on character any stats value been modified. |
Functions
Functions |
Description |
Can Perform Toggle Combat? |
Check character can toggle combat or not. |
Can Perform Attack? |
Check character can perform attack or not. |
Can Perform Dodge? |
Check character can perform dodge or not. |
Can Perform Sprinting? |
Check character can perform sprinting or not. |
Can Perform Block? |
Check character can perform block or not. |
Can Jump? |
Check character can jump or not. |
Can Block Attack? |
Check character can block attack or not. |
Set Movement Speed Mode |
Set character current move speed. |
Get Movement Speed Mode |
Get character current move speed. |
Get Desired Attack Type |
Get desired attack type by character current state. |
Attack |
Try to start attack by desired attack type (Light Attack, Heavy Attack, Falling Attack, Sprinting Attack). |
Charge Attack |
Try to start charge attack. |
Charge Attack Timer |
Accumulated charging time. |
Reset Charge Attack |
Reset charging time and relevant flags. |
Sprinting Timer |
Accumulated sprinting time. |
Sprinting Stamina Cost |
Modify sprinting stamina stat value. |
Disable Sprinting |
Disable sprinting. |
Enable Ragdoll |
Set ragdoll collision and all bodies below simulate physics. |
Get Hit Direction |
Get hit direction when received damage. |
Apply Hit Reacion Physics Velocity |
Apply ragdoll physics linear velocity. |
BP_CombatCharacter_Player
CombatCharacter_Player is child blueprint class of BP_CombatCharacter_Base
, it add mapping enhanced input local player subsystem on Begin Play.
BP_MasterAI
MasterAI is also child blueprint class of BP_CombatCharacter_Base
, it create the health bar widget on Begin Play.
The head health bar when this actor on targeted by player.
Equippable Actor
BP_BaseEquippable
Base Equippable is euippable actor base blueprint class, it has Skeletal Mesh Component and Static Mesh Component.
Public Variables
Variables |
Type |
Description |
Attach Socket Name |
Name |
Socket name that attach to character mesh component. |
Owned Gameplay Tags |
Gameplay Tag Container |
Identify gameplay tags. |
Functions
Functions |
Description |
Attach Actor |
Attach actor to character mesh component. |
Get Item Mesh |
Get actor Skeletal Mesh Component or Static Mesh Component. |
On Equipped |
On actor equipped. |
On Unequipped |
On actor unequipped. |
Set Is Equipped |
Set equipped flag. |
Is Equipped? |
Check actor is equipped on character or not. |
BP_BaseWeapon
Base Weapon is one of BP_BaseEquippable
child blueprint class, all weapons are created by this or inherited from this class.
It has BP_CollisionComponent
and handle the On Hit
event.
Public Variables
Variables |
Type |
Description |
Combat Type |
E_CombatType |
Weapon combat type (Light Sword, Great Sword, Twin Sword...) |
Damage Type Class |
Damage Type (Class Ref) |
Weapon current damage type. |
Enter Combat |
Anim Montage |
Arm weapon animation montage. |
Exit Combat |
Anim Montage |
Unarm weapon animation montage. |
Hit Montage_F |
Anim Montage |
Undefense hit from front animation montage. |
Hit Montage_B |
Anim Montage |
Undefense hit from back animation montage. |
Hit Montage_L |
Anim Montage |
Undefense hit from left animation montage. |
Hit Montage_R |
Anim Montage |
Undefense hit from right animation montage. |
Defense Hit Montage |
Anim Montage |
Defense hit animation montage. |
Defense Hit Broken Montage |
Anim Montage |
Defense hit broken animation montage. |
Knockdown Montage_F |
Anim Montage |
Knockdown from front animation montage. |
Knockdown Montage_B |
Anim Montage |
Knockdown from back animation montage. |
Light Attack Montages |
Anim Montage (array) |
Light attack animation montage array. |
Heavy Attack Montages |
Anim Montage (array) |
Heavy attack animation montage array. |
Charged Attack Montages |
Anim Montage (array) |
Charged attack animation montage array. |
Falling Attack Montages |
Anim Montage (array) |
Falling attack animation montage array. |
Sprinting Attack Montages |
Anim Montage (array) |
Sprinting attack animation montage array. |
Dodge Montages |
Anim Montage (array) |
Dodge animation montage array. |
Slide Montages |
Anim Montage (array) |
Slide animation montage array. |
Die Montages |
Anim Montage (array) |
Die animation montage array. |
Special Attack Montages |
Anim Montage (array) |
Special attack animation montage array. |
Damage |
Float |
Weapon current damage. |
Action Stat Cost |
Gameplay Tag -> Float (Mapping) |
Each action stat value cost. |
Action Damage Multiplier |
Gameplay Tag -> Float (Mapping) |
Each attack action damage multiplier. |
Block Physical Damage Reduction Rate |
Float |
Damage reducion rate when block physics damage succeed. |
Block Magic Damage Reduction Rate |
Float |
Damage reducion rate when block magic damage succeed. |
Enable Trail FX? |
Boolean |
Enable weapon attack Trail FX or not. |
Trail FX |
Particle System |
Weapon attack Trail FX. |
Enable Dust FX? |
Boolean |
Enable weapon attack Dust FX or not. |
Dust FX |
Particle System |
Weapon attack Dust FX. |
Event
Event |
Description |
On Hit |
BP_CollisionComponent dispatcher event. |
Functions
Functions |
Description |
Toggle Combat |
Call owner combat component Set Combat Enable . |
Simulate Weapon Physics |
Let weapon start simulate physics. |
Get Stat Cost For Action |
Get specify action stat cost value. |
Get Damage |
Get weapon damage. |
On Hit |
Check hit actor can recieve damage or not, if true, apply the damage. |
Get Action Montages |
Get specify action montage array. |
Activate Collision |
Call BP_CollisionComponent function Activate Collision . |
Deactivate Collision |
Call BP_CollisionComponent function Deactivate Collision . |
Activate Trail FX |
Begin weapon particle system trail. |
Deactivate Trail FX |
End weapon particle system trail. |
Activate Dust FX |
Spawn weapon dust particle system emitter. |
BP_MasterPose
Character protective gear base blueprint class, inherited from BP_BaseEquippable
, using Leader Pose Component (which named Master Pose Component in UE4).
Public Variables
Variables |
Type |
Description |
Base Armor |
Float |
The base armor value provided by this equipment. |
Functions
Functions |
Description |
Attach Actor |
Attach to character skeletal mesh component and set leader pose component. |
On Equipped |
Override parent function and modify owner current armor stat value. |
On Unequipped |
Override parent function and modify owner current armor stat value. |
BP_ConsumableItem
Public Variables
Variables |
Type |
Description |
Use Item Montages |
Anim Montage (array) |
Character use item animation montage array. |
Number of Used |
Integer |
The number of each consumed. |
Number in Bagpack |
Integer |
Initialize item number. |
Functions
Functions |
Description |
On Equipped |
Override parent function and call owner Combat Component Set Item . |
On Unequipped |
Override parent function and call owner Combat Component Set Item to null. |
Get Use Item Montages |
Return use item animation montage array. |
Get Remaining Item Count |
Retrurn remaining item number in bag pack and can consumed or not. |
On Item Consumed |
Consume item and update reamaining count. |
Animation Notifies
Notify
Notify |
Description |
AttachWeaponActor_AN |
If character action animation is without control bone like ik_hand_gun, use this notify to attach or cancel attach character skeletal. |
ContinueAttack_AN |
Send message Combat_BPI.ContinueAttack . |
EnableLockOn_AN |
Send message Targeting_BPI.EnableLockOn . |
JumpToTarget_AN |
Send message Combat_BPI.JumpTo . |
ModifyStat_AN |
Modify receiver stat value or consume item. |
PlayCameraShake_AN |
Call ClientStartCameraShake , shake player camera. |
ResetCombat_AN |
Send message Combat_BPI.ResetCombat . |
ToggleCombat_AN |
Toggle receiver combat state. |
WeaponDust_AN |
Activate receiver specify weapon Dust FX. |
Notify State
Notify State |
Description |
CollisionTrace_ANS |
Enable collision detection for weapons during the state. |
DisableMovement_ANS |
Send message Combat_BPI.SetMoveable , disable owner move during the state. |
IFrame_ANS |
Send message Combat_BPI.SetInvincibility , set owner be invincibility during the state. |
RotateCharacter_ANS |
Control receiver rotation by desire rotation during the state. |
WeaponTrail_ANS |
Activate receiver specify weapon Trail FX during the state. |
Behavior Tree Nodes
BTService_UpdateBehavior
Public Variables
Variables |
Type |
Description |
Target Key |
Blackboard Key Selector |
Storage AI current targeting actor. |
Behavior Key |
Blackboard Key Selector |
Storage AI current behavior asE_AIBehavior . |
Attacking Range Key |
Blackboard Key Selector |
Storage AI current attack range as E_AttackRange . |
Attacking Range Close |
Float |
AI close attacking range value. |
Attacking Range Medium |
Float |
AI medium attacking range value. |
Attacking Range Max |
Float |
AI max attacking range value. |
Functions
Functions |
Description |
Update Behavior |
Update AI current behavior. |
Set Behavior |
Set blackboard BehaviorKey value. |
Set Attacking Range |
Set blackboard AttackingRangeKey value. |
BTDecorator_ChanceCondition
Public Variables
Variables |
Type |
Description |
Chance Percentage |
Integer |
Percentage value condition. |
Functions
Functions |
Description |
Perform Condition Check AI |
Check condition. |
BTTask_FindNextPatrolPoint
Public Variables
Variables |
Type |
Description |
Target Location |
Blackboard Key Selector |
Storage AI move target point location. |
Patrol Index |
Blackboard Key Selector |
Storage AI current target point index. |
Should Loop? |
Boolean |
Reverse patrol index or not. |
Functions
Functions |
Description |
Set Path Location |
Get patrol points by PatrolIndex , and set to blackboard value TargetLocation . |
Increment Patrol Index |
Increment patrol index, if ShouldLoop is true , reverse patrol index. |
Decrement Patrol Index |
Decrement patrol index, if ShouldLoop is true , reverse patrol index. |
BTTask_TryGetRandomPatrolPoint
Public Variables
Variables |
Type |
Description |
Radius |
Float |
Radius of the sphere centered on the current position of the actor. |
Query Extent |
Vector |
Project point to navigation query extent. |
Target Location |
Blackboard Key Selector |
Storage AI move target point location. |
BTTask_SetMovementSpeed
Public Variables
Variables |
Type |
Description |
Movement Speed |
Float |
movement speed value. |
BTTask_PerformAttack
Public Variables
Variables |
Type |
Description |
Attack Type |
Gameplay Tag |
Combat_BPI.PerformAttack param Attack Type. |
Attack Index |
Integer |
Combat_BPI.PerformAttack param Attack Index. |
Random Index? |
Boolean |
Combat_BPI.PerformAttack param Random Index. |
Play Rate |
Float |
Combat_BPI.PerformAttack param Play Rate. |
Continue Attack? |
Boolean |
Continue attack flag. |
Continue Duration |
Float |
Delay finish time value when ContinueAttack is true . |
Action Duration Modifer |
Float |
Delay finish time delta value when ContinueAttack is false . |
BTTask_PerformAction
Public Variables
Variables |
Type |
Description |
Character State |
Gameplay Tag |
Combat_BPI.PerformAction params Character State. |
Character Action |
Gameplay Tag |
Combat_BPI.PerformAction params Character Action. |
Montage Index |
Integer |
Combat_BPI.PerformAction params Montage Index. |
Random Index? |
Boolean |
Combat_BPI.PerformAction params Random Index?. |
Action Duration Modifier |
Float |
Delay finish delta time value. |
Gameplay Tag List
+GameplayTagList=(Tag="Character.Action")
+GameplayTagList=(Tag="Character.Action.Attack")
+GameplayTagList=(Tag="Character.Action.Attack.Charged Attack")
+GameplayTagList=(Tag="Character.Action.Attack.Falling Attack")
+GameplayTagList=(Tag="Character.Action.Attack.Heavy Attack")
+GameplayTagList=(Tag="Character.Action.Attack.Light Attack")
+GameplayTagList=(Tag="Character.Action.Attack.Special Attack")
+GameplayTagList=(Tag="Character.Action.Attack.Sprinting Attack")
+GameplayTagList=(Tag="Character.Action.Die")
+GameplayTagList=(Tag="Character.Action.Dodge")
+GameplayTagList=(Tag="Character.Action.Enter Blocking")
+GameplayTagList=(Tag="Character.Action.Enter Combat")
+GameplayTagList=(Tag="Character.Action.Exit Blocking")
+GameplayTagList=(Tag="Character.Action.Exit Combat")
+GameplayTagList=(Tag="Character.Action.General Action")
+GameplayTagList=(Tag="Character.Action.Slide")
+GameplayTagList=(Tag="Character.Action.Use Item")
+GameplayTagList=(Tag="Character.Player")
+GameplayTagList=(Tag="Character.State.Attacking")
+GameplayTagList=(Tag="Character.State.Blocking")
+GameplayTagList=(Tag="Character.State.Dead")
+GameplayTagList=(Tag="Character.State.Disabled")
+GameplayTagList=(Tag="Character.State.Dodging")
+GameplayTagList=(Tag="Character.State.General Action State")
Enums
E_AIBehavior
enum E_AIBehavior
{
Nothing = 0 UMETA(DisplayName = "Nothing"),
Patrol = 1 UMETA(DisplayName = "Patrol"),
Chase = 2 UMETA(DisplayName = "Chase"),
Attack = 3 UMETA(DisplayName = "Attack"),
Hit = 4 UMETA(DisplayName = "Hit"),
}
E_AttackRange
enum E_AttackRange
{
CloseRange = 0 UMETA(DisplayName = "Close Range"),
MediumRange = 1 UMETA(DisplayName = "MediumRange"),
FarRange = 2 UMETA(DisplayName = "FarRange"),
}
E_CollisionPart
enum E_CollisionPart
{
MainWeapon = 0 UMETA(DisplayName = "Main Weapon"),
OffHandWeapon = 1 UMETA(DisplayName = "Off-hand Weapon"),
RightHand = 2 UMETA(DisplayName = "Right Hand"),
LeftHand = 3 UMETA(DisplayName = "Left Hand"),
RightFoot = 4 UMETA(DisplayName = "Right Foot"),
LeftFoot = 5 UMETA(DisplayName = "Left Foot"),
}
E_CombatType
enum E_CombatType
{
None = 0 UMETA(DisplayName = "None"),
LightSword = 1 UMETA(DisplayName = "Light Sword"),
GreatSword = 2 UMETA(DisplayName = "Great Sword"),
TwinSword = 3 UMETA(DisplayName = "Twin Sword"),
}
E_DamageType
enum E_DamageType
{
None = 0 UMETA(DisplayName = "None"),
MeleeDamage = 1 UMETA(DisplayName = "Melee Damage"),
KnockdownDamage = 2 UMETA(DisplayName = "Knockdown Damage"),
}
E_HitDirection
enum E_HitDirection
{
Front = 0 UMETA(DisplayName = "Front"),
Back = 1 UMETA(DisplayName = "Back"),
Left = 2 UMETA(DisplayName = "Left"),
Right = 3 UMETA(DisplayName = "Right"),
}
E_MovementSpeedMode
enum E_MovementSpeedMode
{
Walking = 0 UMETA(DisplayName = "Walking"),
Jogging = 1 UMETA(DisplayName = "Jogging"),
Sprinting = 2 UMETA(DisplayName = "Sprinting"),
}
E_RotationMode
enum E_RotationMode
{
OrientToCamera = 0 UMETA(DisplayName = "OrientToCamera"),
OrientToMovement = 1 UMETA(DisplayName = "OrientToMovement"),
}
E_Stats
enum E_Stats
{
None = 0 UMETA(DisplayName = "None"),
Health = 1 UMETA(DisplayName = "Health"),
Stamina = 2 UMETA(DisplayName = "Stamina"),
Armor = 3 UMETA(DisplayName = "Armor"),
}
Artistic Assets
GUI
GUI PRO Kit - Fantasy RPG | 2D GUI | Unity Asset Store
Animations
Protector in Animations - UE Marketplace
Knight Zweihander in Animations - UE Marketplace
TwinSword Animset Base in Animations - UE Marketplace
TwinSword Animset Expansion in Animations - UE Marketplace
GreatSword Animset in Animations - UE Marketplace
Characters
ESM Great Sword Knight Souls in Characters - UE Marketplace
Gothic Knight in Characters - UE Marketplace
Visual Effects
StylizedToonTrailFX1 in Visual Effects - UE Marketplace
Environments
Fantasy Dungeon in Environments - UE Marketplace