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Media 1 for listing Combo Combat Component

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

Included formats