
Description
This is a Component System that builds ontop of the Third-Person Template by providing a Data Asset driven approach to creating Attacks, Combos & Weapons. This is designed to make it real easy to start building a hack n slash combat system without needing to building the fundamentals from scratch like combos, attack chains, auto-rotation, input buffers, weapon system, VFX & SFX.
Video Showcase: https://youtu.be/XoZ5N8wyZCU
Email Support: [email protected]
Wiki Documentation: https://github.com/jack-jadoenath/ComboCombatComponent/wiki
Discord Support: https://discord.gg/AP2tyEWFNQ
Features
Combo & Weapon creation and management through Data Assets
No C++, Blueprint only project!
Input Buffer that gets overwritten by Player's last intended action
Animation Montage Heavy usage to:
Activate Tracing/Hitbox
Activate/Deactivate VFX
Play SFX
When buffered action plays
Attack State
Two Tracing modes
Multi Linetracing - multiple traces going along the weapon and is framerate independent.
Spheretracing - Sphere tracing that is framerate independent and useful for fists, kicks or short weapons
Weapons stored in Data Assets
Weapons can use & reuse different Combo Data Assets
VFX Systems per attack to give a visual OOMPH to attacks
Impact VFX
Hit Stop
Camera Shake
SFX Systems per attack to give an audible OOMPH
Attack Sound for whiffs and slashes without hitting anything.
Impact Sound for hits
Custom Animation Notifies (& States) to configure Animaton Montages
For more detailed info, check out the wiki documentation! https://github.com/jack-jadoenath/ComboCombatComponent/wiki