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Unreal Melee Combat - Encapsulating Weapon Data - UE4 Open World Tutorials #93

Until now we have defined the attack montages for the weapon we are using inside the character blurprint of the melee combat system. With this approach, we can't have multiple weapons as the weapon itself do not contain the weapon related data. This time, I am going to change that and put everything related to the weapon inside the weapon blueprint. By doig this, we can have runtime weapon changes like pickup new weapons with different attack animations.

Unreal Melee Combat - Encapsulating Weapon Data - UE4 Open World Tutorials #93

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