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Showing posts from September, 2023

Unreal - Structing my weapon Creation workflow (WIP)

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  Howdy! This post I wanted to talk about my weapon system workflow. Previously I determined how to code combat animations into my game using montage (which hopefully no repercussions down the road), But that's only the beginning. Yes I need enemies and I need to code combat, But I don't want to have just one way to fight with my fists - I want multiple weapons! MANY weapons! And how do I get there? In board terms, this is pretty straight forward - I just need to make a data table with all of the weapons I want. When my character selects a weapon, they pull it from the data table, and pull the necessary data. EASYYYY.... right? Unfortunately it can't be that simple. For two reasons: one, The more data we try to compact into a data table/class, the more confusing it becomes. Plus, some data is not directly associated with other parts. For example, a weapon's Attack data only has a limited association with the animation. Different people using the same weapon might have d

Unreal - How to use Montages

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Howdy! So I've been working on an fps attack animation system, In particular, I needed to emulate a specific game I like very much Called Vermintide, that I mentioned in a previous post. My first post was simply me establishing how I an an individual could modularize animation creation enough so that it would be easy to add in new attacks. I focused on just deciding on the workflow I wanted to use. Now I want to see my combat in game - I need code in my Combat animations. And I want them to be as close as possible to Vermintide combat (for now). How do I replicate this engaging combat? There's a couple of key notes; Attack happen in sequences. There attack repeatedly triggers new attack animations. Each of these animations is it's own type of attack style (sweep, bludgeon, etc) with a specific hit pattern to match. I need a better example, but the point is you can switch attacks and to defense quickly How does this animation work? After creating the pawn, animation, and inp