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

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

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

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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)
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answered Jun 16 '15 at 01:03 PM

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

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

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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.

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answered Jun 16 '15 at 11:33 AM

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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.

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