A set of actor components to facilitate the creation of multiplayer melee combat games
This project consists of four actor components, and other blueprints, designed to be a good starting point for prototyping, or in the creation process of a simple multiplayer melee action game. Every feature is separated into its own actor component, for implementation flexibility.
Video Demonstration and Tutorials Playlist
The main componets are:
- Basic Montage Sequence Manager – Handles the playback of the montage sequences and sections. ( A plugin version of this component is available for free here. )
- Combat State Manager – Handles the hit scan, damage, and blocking events.
- Ragdoll State Manager – Handles all ragdoll-related events.
- Simple Lock-on – Handles the character and camera lock-on.
Additional Components are:
- Projectile Spawner – Handles the spawning of projectiles for range based weapons, as well ammo and reloading.
- Animation Sync – Handles synced animations, used here for combat finishers.
It also includes a three vs three game mode to demonstrate all features, and AI bots (which are automatically added to complete the two teams for the match).
This project is a multiplayer alternative version (simplified in some areas, and expanded in others) of my other marketplace system Basic Melee Combat System. Consider checking it out if you are looking for a melee system focused on single-player, in the style of modern beat ’em ups.
技术细节
Features:
- Four modes of hit scan tracing for damage.
- Aim Offset (for the melee attack be in the aiming direction).
- First and Third person camera toggle setup.
- The possibility of “baking” the tracing locations in arrays, for more hit precision in very low frame rate scenarios (Check the documentation for more details).
- Handling of attack sequences, with support for montage sections.
- Blocking, Dodging and Shield Bash.
- Fully network replicated, with a demonstration game mode.
- Ragdoll state handling.
(Version 2.0)
- Added support for Ranged based weapons.
- Added support for combat finishers.
Number of Blueprints: 15
Input: Gamepad, Keyboard, Mouse
Network Replicated: Yes
Supported Development Platforms: Windows
Important/Additional Notes:
- The project makes use of Enhanced Input, only for demonstration purposes; the components do not require it.
- The animations included are from the Animation Starter Pack and Epic’s Paragon Graystone, but they are meant just to be placeholders, for demonstration purposes. Currently it uses paragon animations for locomotion, but I”ll implement the Lyra locomotion system soon, including turn in place, 180° turning, etc.
- Price will increase as more features are added.
- I’m not a network replication expert, so it is almost certain that the project replication will require optimization in regard to network bandwidth.