Basic Melee Combat System Physics Tutorials

Hello!

I am a UE begginer and trying to implement a melee combat system similar to this one but I cannot find much to make a good start besides very basic physics tutorials. I have additional colliders besides the character capsule and I am experimenting with the presets with no success so far.

Can anyone point me to the right direction?

As a pointer in the right direction I would recommend you to look into:

  • Sweeps (Trace by Line, Box, Etc.) to follow your motions
  • For destruction, Destructible Meshs
  • Also for the mannequins he activates ragdolls once they are hit it seems with applied force (from swing), the direction you can get via sweeps too (hit normal)
  • animations I don’t know what he means by “no animations”, if they are coded or if he uses curves to interpolate inside of animations but has no FBX animations

Thank you for your answer HatiEth!
My main problem is that currently no hit events/blocking occurs even when I set block all in my collision presets for each collider after enabling the character capsule to block only static dynamic.
Then I thought for each collider after the hit event to blend the animation with simulate physics. I have checked out the physics colllision with the sphere and wall from ue tutorials but no success.
What would be great if there was some third person character physics tutorial

(First, sorry for the poor formatting on the previous post)

I had a similiar issue - that’s why I mentioned sweeps (line traces / raycasting)
It is better to do it that way

Reactions can than be done by Physics-Based Animations

Ok I will check it out and get back to you and this questions because I hav focused on another part of the project these days. Thanks!

I was experimenting with the examples and I got how it’s done 1000 thanks! My current main problem is that my attached sword does only generate hit events when my capsule and/or mesh get blocked because of the inheritance hierarchy and even when it does it returns none as the bone name. I’ll research sweeps and when I get working nicely Ill post the steps and useful links

I disabled the blocking in the sword presets and set it to ignore. Then I used a line trace to detect the bone hit and used the bp in the content samples to create a physical animation. I also launch the char backwards. For the sword I only have overlap events on to inflict damage. Upon death I simulate physics but I had to spent hours to set proper constraints in the PhAT for the physics body(UE’s video tutorial does help but still it’s a tedious thing to do).

Thanks a lot HatiEth! :smiley: