Bro, you are my saver. My first language is Spanish, and I'm learning English. Your tutorial is not for beginners, but the way you explain everything is excellent. Keep going. You got my subscription.
omg thank you so so much!! after playing sifu I wanted to make a game like that but couldn't find any tutorials but this is exactly what I was looking for
Dude do you know you come to the right time for me ? i'm making a game heavily inspired by Sifu and Sekiro, and you poped in my recomandation like a angel !
Hi, you are doing amazing stuff here I want to give you a little tip that would help 13:00 instead of using "Switch on INT" and repeating the same nodes again and again you can use "select" "Select" and "Switch" are almost the same, but "switch" is useful for different nodes for each integer "Select is useful when you use the same does but with different inputs based on integer In your example you can just grab "select" node out of "Num" input Thanks 👍👍
Thanks for the tip! This is definitely useful to make the system easier to understand and much smaller. There’s definitely a lot I could have done to improve the system looking back on it.
Hi. Nice interesting system. A couple of details that you may not be aware of: @12:25 you will not want to return out of the For Loop like that. You need to finish the loop or break it. It would be best to use a For Each Loop With Break and put a Sequence on that Return with pin 1 going into Break.
Overall looks great ! @ 7:00 you make structure for one single variable type, you don't need to make that, make map to IntPoint structure on key (index) and animontage on value, if you need more data than animontage in futur, you can use structure, but not for one single variable. And IntPoint for key, because you use 2 integers to define a montage, so use X to combo and Y to num. "Find attack montage" part, by making the changes previously indicated, you just need to do a find on your map, split the intpoint pin and connect combo and num respectively on X and Y, and use montage output pin to return, That's all. (And Append node have Add pin, so you can add more pin, you don't need make append on append) "Finish setting up combo system" part, you don't need a switch int and copy past all same code for all switch case, you can juste use one time the code and use AttackCounter variable directly to "FindActtackMontage" function (with +1 if needed).
For the structure we add onto it later on with a lot more important information. And the switch part is actually a valid point which I completely overlooked to be honest. Thanks for your feedback on this as I made it a while ago and it no doubt needs a slight upgrade and a few improvements.
Finally someone who makes a Combat System with hand to hand Combat. Love it 🙂 Absolutely the Tutorial Series i need for my Gameidea 😎 and please make a tutorial about stances and how to switch beetween them i would apreciate that, and please without weapon using.. please stay on the Unarmed Section 😅
I also have similar problem I'm using the third person but with a mesh from marketplace and I can't get the anim notify in the animation blueprint either ?
@@MrKnowBodyUE5 Hi, if you are free to help I have a question how can I make a weapon switch with that inventory system, I tried to make it myself but it didn't go well, so I was hoping that you could assist me if you have some time to spare.
at Minute 23:55 can i change the random integer Note with a normal integer Note and add a second combo with another button? for example i make 1 combo for key E and another combo for Key F ?
Can you make another version of this tutorial where you explain why you are doing things at each step? To me you are just saying what you are doing but no explaining the rationale. I'm not complaining, just asking for more help. Thanks.
It kinda makes sense the more you practice but I get what you're saying I wanna know why instead of just what that particular node does sometimes he does explain but you still feel like it's a whole world of information left to learn
Would appreciate some help at 18:00 when at the anim notify stage for some reason nothing shows up when I try to search it is there something extra im supposed to do to be able to see animnotifs
Most likely you’re using a different skeleton on the animation and the animation blueprint (ABP_Manny) so you’d want to either retarget the animation to the same skeleton as the animation blueprint or make a new animation blueprint using the same skeleton as the animation. Dm on discord if you want any help with it!
@@MrKnowBodyUE5 Appreciate the help! That's exactly what it was I managed to change my animbp skeleton and now its working fine keep up the great videos!
What if I don’t want the combos to be random, but instead I want them to follow up after an attack. Say for ex I have a button that makes you punch once, and another button that makes you kick, what if I want to make it so that the I could press the punch button than another button, and finally the kick button to do a combo? I already set up the combo input action, I just don’t know what to do with the blueprints
Epic tutorial I run into an issue though The first input i put in does two attacks automatically, as if i continued the combo I can't find why Any idea?
The part where you first go to test the punch animation, my character just does the one punch but all the walking and etc anims dont work...pls help because I've redone this tutorial 5 times to every point and i dont get the same results
I’ve never come accross that issue before and I’m not too sure what you mean. Could you join the discord and provide me with a video of your entire project so I can look through it? Thanks!
hey bro i need help, @18:37 i dont have the character so i cant get or set it, i tried right clicking and searching, but there is nothing as character, what do i connect the attack next and combo end with?
You just need to cast to your player character. In this example our player character is the “Bp_ThirdPersonCharacter” so we do a cast to Bp_ThirdPersonCharacter. Then there will be a blue pin which is an object reference that in this example says “As Bp_ThirdPersonCharacter” right click that and select “Promote to variable” this will then create the character variable that you connect to “Combo Next” and “Combo End”
@@MrKnowBodyUE5 also i dont have control rig and i also dont have it as an option when i right click to add it even if context sensitive is checked or unchecked, but my everything else is okay except i have the foot issues, will rigidbody work instead of control rig?
@@MrKnowBodyUE5 bro i am having foot ik issues, the more i attack, the more my character is jsut kneeling down, i dont have control rig so maybe the second method won't work for me, but the first method was to delete control rig but i dont have control rig; any solution?
im new to the ue5 . do you have ideas to replace the default mannequin to metahuman with this combat system ? cuz i tried and my feet just froze . ive been looking for a solution .
I’m not really sure about that, you’ve got to make sure that all parts of the meta human are attached to eachother in the correct way. Try using the template blueprint unreal provide with the meta humans for reference and maybe look up a few tutorials how to replace the third person character with the meta human. Best of luck!
i did this on the new animation sample that came out,, works almost perfect with the animations i have imported but some times it plays some times does not,, its random. I think i screw it at 17:33 because im not on 3rd person shooter project :(
I’m not really sure on the issue as I haven’t actually played the sample template yet so I don’t know how it’s different from the third person template so I’m afraid I can’t help you out
Hey man, I'm trying this out with a character i got from Mixamo and I set up the character's BP and AMBP, followed the tutorial and the attack animations aren't playing. the Skeletal Meshes are all correct and everything seems to be compiling properly, the Print String Nodes I place throughout the blueprints fire, so the nodes i think are running correctly. the animation just doesn't occur?
hey, i think i am missing something, when i add the notification to my animation it doesn't show up in the ABP. is their any possible reason why that could be ?
Most likely you’re using a different skeleton on the animation and the animation blueprint (ABP_Manny) so you’d want to either retarget the animation to the same skeleton as the animation blueprint or make a new animation blueprint using the same skeleton as the animation. Dm on discord if you want any help with it!
Im at the end 24:58 when i press attack it does the first 2 anims straight away off the first press then the 3rd on second press (I only used 3 in my combo not 5) any ideas why?
There was a error on event combo end. after playin those animation its never return Attacking value to False if player Intrup the combo by moving Its not possible to attack again.
Hi bro. How did you immediately import the asset for the unreal engine 5 skeleton? I have exactly the same asset, but when importing, I get a skeleton of version 4
So I retargeted it before hand, if you’re using the 3rd person template you can just select all animations right click press retarget and then select the one for ue4-ue5
@@MrKnowBodyUE5 Well, how can I not lose the folders at the same time? usually, when retargeting, everything is thrown into one folder. do I need to sort everything manually or is it possible to automate it somehow?
Make sure your notifies are correct, make sure on the combo next notify you’re calling the combo event and not the attack event. Make sure all of the strings and integers are correct and make sure the code is the same.
@@MrKnowBodyUE5 i figured it out the animations didn't match the skeleton so the notify didn't show but it shows when I restarget them to the correct skeleton
I would like that when pressing the attack button just once, only the first animation would be executed and when pressing the attack button twice the combo num1 and 2 would be displayed, in a responsive way, could you advise me how to implement this?
@@Suffi8150 It will have a health and death system for both the player and enemy however we might do a weapon system but it all depends how the series goes.
Hi, thanks for the cool tutorial! Unfortunately, however, I have a problem that I just can't understand: my "Attack Counter" Int is not being changed. I've now watched the video at least three times from beginning to end, checked every node, but the "Switch on Int" node never gets to "1" and stays constantly at 0. If I set the default value of "Attack Counter" to 1, it works for one click and then switches back to "0" (and stays there). I would appreciate some help, because this tutorial series is exactly what I need and for now it's very understandable (which makes the problem so much worse, haha, because the logic MAKES sense, but still ..) By the way, I'm not able to join your Discord because the verification page does not work and redirects me to an error message when I try to verify myself. 🫠
For the discord shoot me a Dm and ill verify you, as for the issue are you using the montage notify correctly, you should be calling the attack next notify and in the animation blueprint the event should be linked up to the combo attack event.
Make sure you watch over the video and do everything correctly. Anymore issues join the discord and post it in the help section for some additional support.
When I try to call on the Notifies in the Animation Blueprint, they simply either don't show up, or don't have the names I've given them. Can someone please help me?
Most likely you’re using a different skeleton on the animation and the animation blueprint (ABP_Manny) so you’d want to either retarget the animation to the same skeleton as the animation blueprint or make a new animation blueprint using the same skeleton as the animation. Dm on discord if you want any help with it!
So it’s just so you can easily set it, if you want to be able to attack or not. Also if you have a system where you have to unlock attacking. Also we actually end up using it in the last part lol
@@MrKnowBodyUE5 thanks for the response :) I suspected that might be the case. Another thing I'm noticing that if I spam clicks before my first animation starts, my character will do the first 2 animations even though its not between the 2 AM notify events
Thanks for the tutorial ❤ If you don't mind can you explain why did you use delay after "do once" , and why did you use do once ❤?❤ Thanks in advance ❤
So the do once is because when spam clicking the attack button you only want to do 1 attack until you’re able to do the next and the delay is because I was running into some issues without you might not have these though so you can remove the delay if you wanted to!