x

Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Office Holiday

Epic Games' offices will be on holiday from June 22nd to July 7th. During this period support will be limited. Our offices will reopen on Monday, July 8th. 

How do I implement a basic combo system

I want to make a basic melee combo system so that if you press a button multiple times the combo progresses to the next animation but will start over after x amount of presses or if you dont press the button and the last animation ended? I only use blueprint so I need to know the blueprint side.

Product Version: UE 4.7
Tags:
more ▼

asked May 24 '15 at 11:27 PM in Blueprint Scripting

avatar image

Raiju_
18 13 12 16

avatar image SebLePanda Jun 16 '15 at 11:20 AM

I want to do that too... Please Help!

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

2 answers: sort voted first

Ok i do anything, my character do 2 anims play in random if i click on my left button of my mouse!

https://answers.unrealengine.com/storage/temp/46583-combopunch1.png https://answers.unrealengine.com/storage/temp/46584-combopunch2.png

and in my animgraph

alt text

I use a Multigate for randoming my action (don't forget "Loop") and i use custom event like that every anim is replicated for multiplayer.

combopunch1.png (123.7 kB)
combopunch2.png (134.5 kB)
combopunch3.png (224.9 kB)
more ▼

answered Jun 16 '15 at 01:03 PM

avatar image

SebLePanda
26 2 2 1

avatar image Ozcorps Dec 09 '16 at 01:17 AM

Worked with little tweaking... for melee sword combo system... thanks for incite

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

Look into Animation Blueprints. Also a good series to watch: Animation Blueprint Punching Setup in UE4. There you learn how you connect an Animation Blueprint and variables in your character, which you then can use to decide about combo resets and build a state machine.

You could actually use the animation blueprint to build the combo system.

OR you go cheap and use variables to keep states of your combo system and reset them using timers, which are triggered by button presses (pressing the button again simply resets the timer, therefore it wont stop as long as the button is pressed repeatedly). However, that will quickly get messy if you have multiple combos and it won't match animations very good.

more ▼

answered Jun 16 '15 at 11:33 AM

avatar image

Enlo
859 23 9 40

avatar image Enlo Jun 16 '15 at 11:41 AM

appendix to the cheap solution: instead of timers you could store the time of the last button press and compare it to the now to decide if the combo timeout is over or not. certainly less messy than timers.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question