Combo System Animation Issues
The Problem
I'm currently facing a challenging issue in Unreal Engine 5 while trying to implement a combo system for my animations. The core problem revolves around accurately tracking the state of attacks in the game. There are instances where the intended attacks don't trigger as expected, disrupting the flow and responsiveness of the combat system. On the other hand, when I attempt to simplify the system by removing some variables, the result is not as desired either. In this simplified setup, the animations just play sequentially, one after another, without considering player inputs. This behavior undermines the interactive aspect of the game, as it disregards the necessity for player engagement and decision-making in executing combos. The inconsistency in triggering attacks and the lack of input-based control over the animation sequence are the main obstacles I need to overcome to achieve a fluid and responsive combat system.
The Solution
To address the issue of inconsistent attack triggering and the lack of input responsiveness in the combo system, a potential solution could be utilizing notifies to start of attack, combo point, and end of attack. This combine with some boolean for an attack number is what I think is the best solution as of now. If this doesn't work, looking into animation montages and somehow playing the montage to a certain point until the button is pressed at rhe right time otherwise the montage would start over. Until next time.
Get CrumBrawler
CrumBrawler
CrumBrawler is an exciting 2.5D side-scrolling Beat Em Up.
Status | In development |
Authors | Game Genies, Dukiie, Jsmic0928 |
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