in the current implementation of the melee combat system in unreal engine 4, when an enemy NPC character saw the player, they will directly come towards the player and start attacking. Today, i am going to change that behavior in such a way that they will strafe around the player, move back and forth and attack. These behaviors will happen randomly so that the NPCs would look more like humans instead of bots.
2019-01-24 19:32:20 +0000 UTC
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We have been using animation montages a lot to implement our melee combat system. Also, we have used anim notifiers inside animation montages to drive our system. Now, when another animation montage interrupt the montage currently being played, i faced some problems. This video is about those problems and how to solve them.
2019-01-24 19:31:26 +0000 UTC
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This archive contains the latest update of the melee combat system with enemy death
2019-01-24 19:28:53 +0000 UTC
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The attached archive contains the up to date source code of the melee combat system we were working on in the tutorial series.
2019-01-20 18:42:15 +0000 UTC
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We have already implemented a way to dodge attacks in previous episodes of our melee combat system in unreal engine 4. But it was not perfect and i was having issues with other systems like lock onto enemies. So, I am going to test a new dodging system to overcome those problems.
2019-01-20 18:36:00 +0000 UTC
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I ran into some problem between lock on enemy system and dodge attack system in the melee combat system developed in unreal engine 4. When I dodge, the character should rolled away from the enemy character. But if i try to dodge while i am locked onto an enemy, rolling happens towards the locked enemy. Today, I am going to find a way to prevent this.
2019-01-20 18:31:55 +0000 UTC
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This time, I am going to add an attack dodging system to our melee combat system in unreal engine 4. The dodging input is same as the jump input. but when the character is near another enemy character, when we press the jump button, instead of jumping our character will be dodge into the opposite direction where the enemy character is.
2019-01-18 18:50:03 +0000 UTC
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Here is the updated project with dodging implementation as for the date.
2019-01-16 18:45:44 +0000 UTC
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For our melee combat system in unreal engine 4, we added the ability to block enemy attacks in last episode, in this case, player character has to rotate towards the enemy who is attacking us in order to block it. We have some problems in this rotate towards mechanism as I explained in the previous video. Sometimes, character doesn't take the shortest path to look at the enemy, as a result of that, characters rotate around them ion an odd manner. I am going to fix it in this episode. The next...
2019-01-16 18:34:00 +0000 UTC
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Updated Combat System Source Code is attached.
This version includes,
- AI attacks
- Player can block attacks


2019-01-15 17:30:59 +0000 UTC
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We have already implemented a mechanism to make the character go to a blocking pose with his melee weapon in the combat system we are working on in unreal engine 4. But we haven't completed the logic to prevent enemy attacks damaging the character when in blocking mode. This time, we will complete that logic in such a way, when character is blocking, the character will move back due to the impact a little and spawn some sparks to show the weapon collision.
#unrealengine #ue4 #tutorials<...
2019-01-15 08:01:12 +0000 UTC
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In the current version of the enemy attack AI we have developed in unreal engine 4 for our melee combat system, all they do is when ever they see an enemy, they run to the enemy and start attacking. They don't consider factors like the distance from them to the enemy when they are in fight. So, today I am going to implement a method where they calculate the distance from them to their enemy and only if the enemy is withing the hit range of their melee weapon, they will launch the attack.
2019-01-14 17:23:05 +0000 UTC
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Last time we added blood trails to the melee combat system we are working on in unreal engine 4. Today, we are going to add a new feature to that. when those blood particles of the trail hit the ground, they will spawn some splatters of blood on the ground. This will improve the look of our combat system.
2019-01-13 15:29:23 +0000 UTC
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Until now, what our AI characters can do is when they hear enemy footsteps, they look at that direction . When they see us, they come to us. Today, I am going to give them ability to attack the player.
2019-01-13 15:28:07 +0000 UTC
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In the last episode, we spawned a blood splatter particle at the impact point of the melee weapon with the characters body. This time, we are going to add a trail of blood when the weapon hit the opponents body. The blood trail will be spawned along the swing of the sword.
2019-01-11 13:15:12 +0000 UTC
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2019-01-11 11:48:08 +0000 UTC
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Last time we implemented the hit detection system for our melee combat system developed with unreal engine. This time, let's add blood splatters to the system to make it more exciting. In this episode, I'll experiment on how to get the location of the blood particle to be spawned and when to spawn.
2019-01-10 06:37:07 +0000 UTC
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Thank you for your support. Expect extra awesome content in future. We are just getting started.
https://www.youtube.com/channel/UClb6Jh9EBV7a_Nm52Ipll_Q
2019-01-09 18:00:23 +0000 UTC
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Last time, we implemented a collision based hit detection and reaction part for the melee combat system we were working on unreal engine 4. But the collision based hit detection part was not good enough for the combat system as it misses some hits. Since this part is critical for a #combat system, I wanted to add an improved hit detection system. This episode will cover how did I implement that part.
2019-01-09 07:50:46 +0000 UTC
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Last time we added a way to attack the nearest enemy for the melee combat system we are working on in unreal engine 4. In this episode, we are going to work on hit detection part. When an enemy receives a hit, that means the sword hits an enemy, the enemy will show a reaction to that hit. We are going to experiment this with collision detection.
2019-01-08 05:19:03 +0000 UTC
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In this tutorial, I am going to implement a method to attack the nearest enemy. In this case, player is not locked onto any of the enemy characters and when the player press the attack button, the player character will trace the objects around him and get the closest enemy character. Then quickly rotates towards him while launching the attack.
#UnrealEngine #UE4 #Tutorials
2019-01-07 06:20:02 +0000 UTC
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In the last episode, we started fixing the animation blending issues in our character armed movement blendspace. But we couldn't finish it. Today also, we will continue to fix it.
checkout my patreon for source code and more :
https://www.patreon.com/user?u=14996928
2019-01-06 16:00:04 +0000 UTC
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In this episode, I am working on the character armed blendspace. We have some issues in this blendspace we have used such as sliding on the ground and not properly blending animations. I will explore those problems and try to solve them.
checkout my patreon for source code and more :
https://www.patreon.com/user?u=14996928
2019-01-06 15:59:08 +0000 UTC
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We have already implemented fighting blendspace and also the AI characters can lock onto player or other enemy characters when they perceive another enemy with their senses. This time, I am going to show you, how to make the player character trace the nearest enemy character and lock on to him. In this demonstration, with the middle mouse button player can lock on/ off to the nearest enemy character.
2019-01-06 15:58:18 +0000 UTC
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In this #tutorial, I'm going to implement a fighting blendspace into the character of the melee combat system we are working on with unreal engine. When the character equip a weapon, it will go to the fighting mode and the character movement animations will be changed by blending a separate blendspace which defines character movement animations.
2019-01-06 15:57:24 +0000 UTC
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In this episode, I am going to implement the ability to lock onto an enemy. When the AI character see an enemy character, it will be locked on to that enemy. When locked on, the character will always face the locked enemy independent from the direction of movement.
2019-01-06 15:56:29 +0000 UTC
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In this episode, I am going to add an enemy character to our melee combat system developed with #unreal engine 4. This enemy AI character can see the player character with AI sight perception. When the enemy character see the player character, he will equip the sword and walk to the player.
2019-01-06 15:02:22 +0000 UTC
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Last time we implemented enemy AI perception hearing component such that the enemy #characters will hear the footstep sounds when the player is walking near them. This time, we are going to extend that system when the player is crouching, the enemies wouldn't hear it. they will hear only when the player is not crouching. This will allow player to sneak to the enemy and take down it silently.
2019-01-06 14:58:40 +0000 UTC
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In the current implementation of our game, when an enemy character see the player, or another character who isn't belong to his team, it will draw the sword and come to the opponent character. This time, we are going to add AI hearing perception into enemy AI system. When the enemy character hear the footstep sounds or any other sound, he will check the sound location.
2019-01-06 14:57:41 +0000 UTC
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Last time, we implemented, when an enemy character see the player, or another character who isn't belong to his team, it will draw the sword and come to the opponent character. But the movement was a little jerky. In this episode, we are going to explore ways to fix that.
2019-01-06 14:56:40 +0000 UTC
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