FEATURES
(Un)Equip Weapons
Light Attacks
Block Attack
Hit Reaction
Death System
AI System
Multiplayer Replication
FEATURES
(Un)Equip Weapons
Light Attacks
Block Attack
Hit Reaction
Death System
AI System
Multiplayer Replication
Combat Component Setup
Enable Enhanced Input and Gameplay Abilities Plugin
To use the plugin without any problems, you need to do a few things. Go to the plugins folder and activate Enhanced Input (activated by default) and Gameplay Abilities Plugin. A button labeled Restart Engine will appear in the corner. Press this button to confirm all changes.
Add Gameplay Tags
In your project settings, go to the GameplayTags Settings tab in the Project Category. There, press on the add button in Gameplay Tag Table List and add "DT_CombatGameplayTags".
Your character as a child from BP_CombatCharacter
Go to the character you use as a player and click on “Class Settings” at the top center. A details panel will then open on the right-hand side. Click on Parent Class and select “BP_CombatCharacter.” This will give your character all the information it needs for the combat system.
How to add AI to your world
Add Enemy to your world
To add an opponent to your world, click on the cube with the plus sign in the editor, search for “BP_AICharacter” under “All,” and click on it. This will create one in your world, and you can place it wherever you want.
Add NavMesh Bounds Volume
In order for the AI to follow the player, we need a NavMesh. Go to the PlaceActors tab and select the “Volumes” category. Then search for “Nav Mesh Bounds Volume” and drag it into your world. Next, scale the Nav Mesh to an area where you want the AI to be able to move. Your AI is now ready for use.
How to change the character mesh
To change your character mesh, open your player character or another character blueprint that is a child of “BP_CombatCharacter” and click on “CharacterMesh” Skeleton. Here you can select your character mesh under SkeletalMeshAsset. Please note that the mesh must be retargeted to the UE5 Mannequin Skeleton, otherwise the animations will not play correctly. Otherwise, you don't need to do anything else, as we handle the animation blueprint and sockets under the mesh (CharacterMesh).
How to change default abilities / weapons
To change default abilities or weapons that the character should receive at the beginning, open the character with the combat component you want to change and click on “BP_CombatComponent.” On the right side of the details panel, under Default, you will find the variables “Default Abilities” and “Default Weapons”:
- Default Abilities: The abilities that the character should have from the start, such as HitReaction or Death. Of course, other abilities can also be added over time.
- Default Weapons: The weapons that the character should receive at the beginning. Their initial ability is then called up, for example, to spawn on their back. Weapons are then ready for immediate use.
How to change Animations of Abilities
Create Child of the Gameplay Ability
Right-click in your Content Browser and then click on Blueprint Class. Next, search for your wanted Gameplay Ability, which will create a child blueprint of it. Give this blueprint a name and then add it to the weapon you want to use this gameplay ability for.
Use your own Animations
Open Gameplay Ability and then press Class Default at the top center. You will then see Anim Variables at the top, where you can add your own animations and also remove the sample. It is important that your animations match the ability and are montages, otherwise you will not be able to select them.
Inventory Integration
Here you will find step-by-step instructions on how to add the inventory system to your combat system in just a few steps. Use the tutorial provided or the instructions with text and images.