/table
To add a brand new type of action or attack, first a gameplay tag needs to be added for it in the relevant category. Of course it needs to be used somewhere, so player controls or the AI will need to be modified to use the new action.
Combat->Animations
folder)RotateCharacter_ANS
is an anim notify state (not trigger) which makes the character rotate in its chosen direction over the time it takes… useful to make an animation turn to point the way the controller is going (or the way the AI wants to go) regardlessContinueAttack_AN
: At this point combos are allowed to chain, if an input is queued the next attack starts playing exactly now.ResetCombat_AN
: Similar to above, but allows other actions than just attack combo (ie. dodge). ContinueAttack
can be skipped if redundant, reset combat is enoughCollisionTrace_ANS
: Enables weapon hit frames for the duration of the notifyIFrames_ANS
: Same for dodgeThe animation montages can be added to action assets, or to weapon attacks for actions that tie animations to the equipped weapon.
Actions are the base things characters can perform (via the BPC_ActionsPerformer
component). This should probably be used for most types of interactions.
<aside> 💡 Attacks are a a subset of actions, where the attack is still an action, but some of its data is read from the weapon, to customise attack animation per weapon.
</aside>
The basic actions can be shared between different enemy types, since most of the changes between enemy types will likely come from combat animations in the weapon.
Combat/Data/Actions
folder, create a new data asset of type D_ActionData
, or duplicate one of the other onesCharacter.State
. The character state is a high level general state which is used in various conditions in the game to check what the character can do.