How To Make Melee Combat System In Unreal Engine 5

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  • čas přidán 6. 09. 2024

Komentáře • 150

  • @UnrealUniversity
    @UnrealUniversity  Před rokem +11

    Hello I made a whole course on how to make a combat system in the latest version of ue5 : bit.ly/3mwfVdw check it out

  • @bartonrice6994
    @bartonrice6994 Před 2 lety +23

    ok if you aren't watching this with the captions on you are missing the funniest accidental mistranslations ever

  • @Baleur
    @Baleur Před rokem +13

    Dude this is insanely fast. Wow.
    Do you have / could you make some tutorials for animation blending, alternatively the cool dynamic animation system in UE5.1?
    Where the character get nudged by walking into nearby objects, etc.

  • @UnrealUniversity
    @UnrealUniversity  Před 2 lety +23

    This is an updated version of the combat system I made a while ago, it uses a line trace system this time as I think its more accurate

    • @Scarystoriesmz
      @Scarystoriesmz Před 2 lety +2

      If you can, can you make a UE5 first person or third person parkour system tutorial it would be great

    • @FlashEditzWasTaken
      @FlashEditzWasTaken Před 2 lety +1

      Hey, it's really hard to get into the exact position to hit the dummy, can I fix this?

    • @MonuYadav-oj5iy
      @MonuYadav-oj5iy Před rokem

      Hey uisco having a problem line trace hitting dummy multiple Time's how should i solve this

  • @AgentaDark
    @AgentaDark Před 2 lety +2

    BRO I'VE BEEN SPENDING WEEKS TRYING TO FIND A SWORD ANIMATION YOU'RE THE BEST I EVEN GOT PUNCH FROM YOU THANK YOU SO MUCH

  • @ernestoaragon87
    @ernestoaragon87 Před 8 měsíci +1

    I've been trying to figure this out for the past few days and spent many hours following other tutorials that didn't get it to work, but I followed yours and now its working. Thanks so much!

  • @DCxALBRECHT
    @DCxALBRECHT Před 7 měsíci +1

    Trying to get the line trace to work was driving me crazy! The red line trace was not showing up while playing in the viewport. Found out that renaming my sockets from: 'sckt_start' to just 'start' (was doing some custom naming for my project) fixed the issue. The spelling was correct both times in the Blueprint and matched with the socket names. Thought it was the underscore in my socket naming convention, but I tested that, and it worked when I swapped back to the underscore...weird. If you have an issue like I did, try changing the name of both your sockets and then update the Blueprint.

  • @carlosrivadulla8903
    @carlosrivadulla8903 Před 2 lety +9

    another big one bro. I liked a lot the idea of using linetrace instead spheretrace. Looks more clean and accurate. Also avoiding event tick by setting a timer by event during the animnotify seems pretty performance friendly.

  • @crysp9592
    @crysp9592 Před rokem +3

    Theres a problem, when i go to preview animation i cant see the animations I imported, help.

  • @rooneyjohn
    @rooneyjohn Před 2 lety +3

    Wow have I started to enjoy all your tutorials. I just LOVE how direct and no-bull they are. Amazing work, thank you.

  • @ErikLevelUp
    @ErikLevelUp Před 2 lety +7

    Thanks for the awesome tutorial, it really helped me understand a good workflow for checking hit collisions. ^-^
    I think the issue with your sockets being HUGE is caused by incorrect scaling when you export from your modeling application. It causes a bunch of other issues besides the sockets just being huge (like making physics assets generate incorrectly). If you are modeling in blender, you can fix this issue by setting Scene Properties > Unit Scale = 0.01
    - You may need to scale objects up times 100, if so then Select All (A) and Apply (Ctrl+A) > All Transforms
    Thanks again for the epic tutorial!

    • @wetsaapbrehh7839
      @wetsaapbrehh7839 Před rokem +1

      Can you possibly explain what causes this scaling issue? I’ve run into this a few times and always wondered why this happens.

    • @ErikLevelUp
      @ErikLevelUp Před rokem

      @@wetsaapbrehh7839 its a difference in measurment units I believe. Unreal uses centimeters to measure things and other programs use different measuring units and sometimes that information is not properly transferred in the 3D file model so you have to manually account for it. Like setting the scale in blender to 0.01

    • @wetsaapbrehh7839
      @wetsaapbrehh7839 Před rokem +1

      @@ErikLevelUp there it is that makes perfect sense thank you

  • @ilhamwicaksono5802
    @ilhamwicaksono5802 Před 2 lety +13

    So good, but please boost your audio!

  • @wolfiedgr8t
    @wolfiedgr8t Před 2 lety +3

    Wow excellent tutorial, you explained so much in your video that I now understand default slot for the character anim blueprint and why I would use root motion so the character stays in place when using the animation. Thanks ❤️

  • @magegames6202
    @magegames6202 Před 2 měsíci

    This was extremely simple and helpful definitely a good starting point for my games combat

  • @IkethRacing
    @IkethRacing Před 2 lety +5

    There's an issue importing this to UE5 mannequin even though they are the same skeleton. The animation distorts the shape and size of the mannequin. It also throws an error with the clavicle.
    LogFbx: Warning: IMPORT TRANSFORM ERROR : Bone (clavicle_l:10)
    Source Global Transform (10.748359,7.302100,128.850004|65.716590,19.994417,-18.547552|1.000000,1.000000,1.000000),
    Converted Global Transform (-3.782000,-11.883709,-2.732097|0.219695,-94.695984,14.975026|1.000000,1.000000,1.000000)

  • @I-VisiBomb-I
    @I-VisiBomb-I Před rokem

    still haven't implemented this, but it looks really promising, especially with an attack combo system that works with notifiers as well.
    making a character that spawns weapons to her hands and makes them disappear when she finishes attacking (like some spells in elden ring) and this looks like just the kind of solution i need

  • @LordGROOVYSilver117
    @LordGROOVYSilver117 Před 2 lety +2

    Request can you make a enemy AI that will attack you in ue4 can’t find one that can work and you’re the only one that works for my engine type

  • @DCxALBRECHT
    @DCxALBRECHT Před 7 měsíci

    This is beautiful...thanks for creating this. I watch your videos all the time and they are in the top!

  • @ThrillDaWill
    @ThrillDaWill Před 2 lety +2

    another amazing tutorial!

  • @eneray1925
    @eneray1925 Před 2 lety +1

    Line/sphere tracing is not working in ue5 with sword and sockets in bpThirdPersonBP, it works in MannequinBP with character only, why ??

  • @michaelderosier3505
    @michaelderosier3505 Před 2 lety

    Good straight to the point video. So much info in 15min

  • @kevinkuhn1886
    @kevinkuhn1886 Před rokem

    Going to go about game creating differently this time and do the fun stuff first. Thanks for the tutorial!

  • @NUCL3AR991
    @NUCL3AR991 Před 6 měsíci

    I do not know why but my players line trace does not interact with the enemy at all let alone deal damage, while the enemies line trace works perfectly.

  • @jpag_grey497
    @jpag_grey497 Před 5 měsíci

    I tried the sheath/unsheath tutorial and then did this to only end up with it not attacking and two swords on my character
    And with placing the (Start/End) sockets on the sword, it doesnt appear, i dont know if they were too big or too small to show? (I am using a sword I made myself and not the example sword)

  • @voidconcepts
    @voidconcepts Před rokem +1

    Boy these captions are wild! 😳😂

  • @nebula480
    @nebula480 Před 3 měsíci

    What do I do if my character has a 3 hit attack montage? How do I set it up so the enemy hit montage only plays to the corresponding hits and not the entire hit reaction of being hit 3 times, just in case for whatever reason the player decides to only hit one time?

  • @godofvideoss
    @godofvideoss Před rokem +1

    i would like to follow your guide which is great but i cant see the yellow socket lines.
    How come?

  • @alfonseraffa2308
    @alfonseraffa2308 Před 6 měsíci

    This is awesome, thank you ! What if your weapon is part of the overall skeletal mesh? I imagine you can set up the sockets the same way you did with the sword seperately?

  • @nevfelemrecicek
    @nevfelemrecicek Před 2 měsíci

    Thanks man appreciate it!

  • @user-wu7ot4gk3l
    @user-wu7ot4gk3l Před rokem

    montages don't get played like the sword slash help greatly appreciated

  • @Scarystoriesmz
    @Scarystoriesmz Před 2 lety +1

    If you can, can you make a UE5 first person or third person parkour system tutorial it would be great

  • @svemii
    @svemii Před rokem +1

    is there animation for the new ue5 mannequin

  • @kakarotsan3030
    @kakarotsan3030 Před rokem +3

    A better way to detect a hit would be to use a box collision on the sword instead of line traces. Easier logic to set up too.

    • @AresWorlds
      @AresWorlds Před rokem

      how can i do that

    • @kakarotsan3030
      @kakarotsan3030 Před rokem +1

      @@AresWorlds It's not terribly hard. Attach a box component to your sword and adjust the size so that it covers the blade. Then subscribe to the OnComponentBeginOverlap delegate and do your checks in that function. Just make sure that anything you need to connect with it generates overlap events.

    • @I-VisiBomb-I
      @I-VisiBomb-I Před rokem +1

      @@kakarotsan3030 but wouldn't that work differently? the box exists always, so even if you dont attack, and the box collides with an enemy by mistake, itll take damage.
      am i wrong?

    • @kakarotsan3030
      @kakarotsan3030 Před rokem

      @@I-VisiBomb-I One way you can avoid that is by creating anim notifies that fire when you play the attack animation. Use those to turn on and off hit detection.

    • @ChristopherFranko
      @ChristopherFranko Před rokem +1

      @@kakarotsan3030 this is the way!

  • @SYLAR117872
    @SYLAR117872 Před 2 lety +1

    Your tutorial is very good. Im wondering how hard would it be to make a deadliest warrior style game?

  • @pepitocalderon462
    @pepitocalderon462 Před 6 měsíci

    The slash animation doesn't play, any idea why that could be?

  • @tomtwtct8799
    @tomtwtct8799 Před rokem +2

    Is it possible to put the code in the sword BP, because I wanna be able to pick up other weapons? How would you do that?

    • @cheyne4027
      @cheyne4027 Před 3 měsíci

      I know this was asked a year ago and I don't know if you resolved this but the answer is yes, you absolutely can put the code that's on the player blueprint in the blueprint for the weapon.

  • @aguy3696
    @aguy3696 Před rokem +1

    Talking too fast, but content is great. Recommend viewers to watch at 0.75 speed if following along.

  • @androssolano
    @androssolano Před měsícem

    Hey when importing the .fbx seems than ue imports a skeletal mesh, a physics asset and a skeleton but i cant find the mesh itself so i cant apply textures neither edit socket because it appears a grey blockout in the skeleton. Someone does know what is happening here? thanks in advance

  • @lancelehrke8083
    @lancelehrke8083 Před 29 dny

    Hi I have an issue where sometimes the hits aren't being detected and they seem really random, do you know any fix to this issue?

  • @SolaFideSolusChristus266
    @SolaFideSolusChristus266 Před 2 lety +1

    I don't use ue5 but I'm gonna like

  • @oriti9997
    @oriti9997 Před 2 lety +1

    how do i make the trigersword invisible?

  • @agentshadow6618
    @agentshadow6618 Před 9 měsíci

    can you make one with advanced input
    where when I press specific buttons together a combo happen ? please

  • @Enderking394
    @Enderking394 Před rokem +1

    I can’t see the orange outline thing in the socket step

    • @GodSobu
      @GodSobu Před 11 měsíci

      Same, I came here looking for an answer.

  • @undisclosedlocations
    @undisclosedlocations Před 4 měsíci

    When I add sockets to my weapon skeleton, I don't see any of the collision spheres that the video shows. When I resize the socket, I don't see anything getting resized and as a result the "Actor Hit" doesn't return anything. Can anyone provide some advice? I've tried different weapons from the UE marketplace but still not registering any hits

    • @mikolakokola6917
      @mikolakokola6917 Před měsícem +1

      When you click on weapon skeleton, you need to click on character - bones - and then checkmark sockets. It fixed it for me,

  • @cadesummers5866
    @cadesummers5866 Před 7 měsíci

    One question: I was following along but when I pulled up the mannequin I lost access to it's sword during the animation of the attack. I could still see and add notify states during the attack, just not see the weapon. Any idea why this happened?

  • @rarebarney5681
    @rarebarney5681 Před 7 měsíci

    question, If I wanted the enemy ai to be able to hit me, I would just do the same but for the enemy right?

  • @MaxwellPublishing
    @MaxwellPublishing Před 9 měsíci

    Great tutorial! Can I repeat these steps but juxtapose enemy/player character to have this work both ways (player and AI can both attack each other)? I imagine I'll have to notify every single enemy type's weapons individually but otherwise this should be a simple copy-paste sort of deal, yeah?

  • @silentasagrenade3801
    @silentasagrenade3801 Před 7 měsíci

    Idk if I'm missing something but when I try to import the Sword to the project as a skeletal mesh, I get a different file type than the purple one you have for the sword skeletal mesh asset, mine is light blue and doesn't come up in the socket preview. Everything else works, is there a way to convert the light blue skeletal mesh asset to the purple one you have?

  • @dakotayocom7764
    @dakotayocom7764 Před 2 lety

    I'm going to look into if\how I can speed up the engines tick rate. Is there a better way to generate hit results during fast animations?

  • @peteguggisberg6321
    @peteguggisberg6321 Před 2 lety

    Hey there! do you think you could make a tutorial on planet gravity? It would really help us out. Thanks if you do!

  • @AresWorlds
    @AresWorlds Před rokem +2

    This is not working in Ue5 or i am doing something wrong

    • @iestynking8104
      @iestynking8104 Před rokem +1

      Yeah I think it doesn't work for the newer versions of UE5 I tried to do this but It doesn't seem to work

    • @tylerstafford7636
      @tylerstafford7636 Před rokem

      I got everything to work but the enemy ai in 5.1

    • @tylerstafford7636
      @tylerstafford7636 Před rokem

      @@iestynking8104 I got everything to work but the enemy ai in 5.1

    • @iestynking8104
      @iestynking8104 Před rokem

      @@tylerstafford7636 Oh maybe I was doing something wrong

    • @__Diaz__
      @__Diaz__ Před rokem

      same it works on *actor bps* but not *character bps* anyone have a fix for this?

  • @victorgabriel6087
    @victorgabriel6087 Před 2 lety

    probally you don't will see this but, this system is very good the problem is the line trace fails in some spots i'm testing im my project and sometimes because of the trace not be consistent i just miss the hit and this occur alot

    • @UnrealUniversity
      @UnrealUniversity  Před 2 lety

      That's unfortunate the only other way would be to use event tick, as long as they game is not laggy it should be accurate

  • @WWatson99
    @WWatson99 Před 8 měsíci

    I feel like there isn't enough line traces, how would I increase that?

    • @UnrealUniversity
      @UnrealUniversity  Před 8 měsíci +1

      You can use event tick, instead of using a timer, that way it will do it every frame

    • @WWatson99
      @WWatson99 Před 8 měsíci

      @@UnrealUniversity I assume that I would add a gate which is opened and closed with the notify events, but wouldn't that contribute quite a bit to lag?

  • @Joel-bg3cf
    @Joel-bg3cf Před 2 lety

    Does anyone know why the trace only hits an enemy at the very end of the strike? It goes right through the enemy and hits them only if the character if situated behind my player character.

  • @user-gs8hy5un3k
    @user-gs8hy5un3k Před 9 měsíci

    Hello, I am French and I plan to found a video game like Fortnite to play with my community! A game with the same features (construction, sprint, climbing and the same types of weapons) I would like to know if that would be possible?

  • @KensireGames
    @KensireGames Před rokem

    How do you get the enemy to stop pausing when hitting him with a combo

  • @__Diaz__
    @__Diaz__ Před rokem

    I followed this 10 times now and for some reason the hits only register on **Actor bps?** not **character bps?** any idea why i might have this issue?

  • @ShagunShah1
    @ShagunShah1 Před rokem

    Great tutorial! The volume on the mic needs to be louder and you need to enunciate more, please.

  • @manuelbonettiturkishrock1634

    Thank you sir!

  • @james_karst8825
    @james_karst8825 Před rokem

    what if we are making a vr combat system , do we still have to add animations for the model or they will render based on player movement aytomatically?

  • @james_karst8825
    @james_karst8825 Před rokem

    hmm so if in your game my game the players are moving the charachters in vr the I just need this simple line of melee combat? I know I need networking and servers but like is that simple?

  • @peteguggisberg6321
    @peteguggisberg6321 Před 2 lety

    Could you maybe do a heart based health system please?

  • @mxbshr4276
    @mxbshr4276 Před rokem

    my character doesnt have an animation blueprint where could i find it?

  • @mustafa.celiktas
    @mustafa.celiktas Před 2 lety

    thank you so much ❤

  • @toastythunder3612
    @toastythunder3612 Před rokem

    Hi! This was an awesome and helpful tutorial, but something came up that I was curious about. I was going to use this in just a tiny little demo kind of thing and I was trying at set a "slash" action mapping instead of mapping it to the right mouse button so I could try it on a controller. When I do that though the red ray trace lines that would appear when you connected it to the begin play node are constantly appearing now. Any idea why that might be happening or how to fix it?

    • @toastythunder3612
      @toastythunder3612 Před rokem

      Never mind I found it! For future people that may be curious, in the line trace by channel node, turn the draw debug type back to none and it goes back to normal!

  • @GodSobu
    @GodSobu Před 11 měsíci

    You won't believe how stressed the sword sockets "End" and "Start" made me. I attached the sword to the wrong model and progressed with the wrong model and couldn't find the issue. 4 hours later I found the issue.

  • @reneticsk
    @reneticsk Před 2 lety

    Thank you, I look forward to theses videos even if I’m not currently making a game

  • @REALKNOWONE
    @REALKNOWONE Před rokem

    how do you get to the animation graph, i cant seem to find it.

  • @jarjardicks9281
    @jarjardicks9281 Před rokem

    i have an issue, when i add a socket, nothing is shown. I can see the small sphere with the gizmo for moving it around, but i dont actually see the socket itself. When i add a socket in a static mesh i see it clearly. Is there anything can do for that ?

    • @tylerstafford7636
      @tylerstafford7636 Před rokem

      same thing happened to me, i just aligned them where needed and put the scale to like .01 and it worked fine. Only issue i have is for some reason when hitting the enemy, it does nothing.

  • @Enderking394
    @Enderking394 Před rokem

    How to make the sword disappear when not in use?

  • @skilllearning2256
    @skilllearning2256 Před rokem

    How to use the UE4 mannequine in UE5?

  • @mathboydrum
    @mathboydrum Před rokem +1

    Do once on taking damage? Wow.

  • @1drsy
    @1drsy Před rokem

    bit of an off topic qustion maybe someone could help me but say I wanted to use paragon charecters to create a fight scene/cinematic and I want the charecters to be able to react to when they get hit with an attack (ive already got the charecters set up with attacks and fx)
    what I want to do is be able to control the character and use the take recorder to record the animations while I play... so the scene I wanted to make was two paragon characters fighting and it looks weird at the moment because none of the characters are reacting to when they get hit i need them to at least flinch alittle lol hope someone can help me out, I was also wondering is it possible to turn one of the paragon characters into an AI NPC that will fight back? and would that actually work with take recorder (i imagine it work right?)

  • @scotthall461
    @scotthall461 Před rokem

    Is there any way to make this work with an Item i have picked up?

  • @AgentaDark
    @AgentaDark Před 2 lety

    Can you make a Knife version

  • @varunverma95
    @varunverma95 Před 2 lety

    Uisco, are u making a game using BP on UE5?? I thought they say UE5 is not production ready ?

    • @InzideEntertainment
      @InzideEntertainment Před 2 lety +1

      ive been using it for a few months. seems like the right choice but I have not compiled anything major

  • @galberger3937
    @galberger3937 Před rokem

    will this work even if i will use a character that i have download from the internet?

  • @GrinGG
    @GrinGG Před rokem

    the blueprints deformed my PC any tips on how to fix this???

  • @sfew-f6u
    @sfew-f6u Před rokem

    thanks

  • @abos9118
    @abos9118 Před 2 lety

    how can i hide the line trace

  • @kaffeektiv3493
    @kaffeektiv3493 Před 2 lety

    is it able to use this line trace system in the UE4 version or is it just an UE5 feature?

    • @UnrealUniversity
      @UnrealUniversity  Před 2 lety

      It’s in unreal engine 4 as well this was just made in ue5 cause eventually I’ll move to ue5 and I have an old combat system I made a video on in ue4

  • @edwardnammur5962
    @edwardnammur5962 Před 2 lety

    How do I hide the Line trace? I still want to have it for the combat system but how do I hide the red line?

    • @justenough381
      @justenough381 Před 2 lety

      did you every figure this out?

    • @edwardnammur5962
      @edwardnammur5962 Před 2 lety

      @@justenough381 nope. I wish I could figure this out. I feel as though it’s gonna be really simple too.

    • @lorenzfritz5921
      @lorenzfritz5921 Před 2 lety +2

      in the bp for the character in the Line Trace By Channal node just set Draw Debug Type to None

  • @AaaAaa-lt6uy
    @AaaAaa-lt6uy Před 2 lety

    Where i find animation??

  • @sushantreddy3205
    @sushantreddy3205 Před měsícem

    audio is wayyyy to low in this video mate

  • @joshuamckeown411
    @joshuamckeown411 Před rokem

    Do the animations only work with UE4 character?

    • @katiekaliber
      @katiekaliber Před rokem

      Check out animation retargeting, you can make them work with any skelly, just need to learn how

  • @yeetmastervr
    @yeetmastervr Před 2 lety

    Will this work in vr

  • @HapkinsPL
    @HapkinsPL Před rokem

    How to erase this red lines ?

  • @robertaterzi7130
    @robertaterzi7130 Před rokem

    Interesting

  • @foolgoboom8766
    @foolgoboom8766 Před 2 lety

    great op

  • @ue5problems996
    @ue5problems996 Před 2 lety

    cant preview sword animation

  • @foolgoboom8766
    @foolgoboom8766 Před 2 lety

    How do i gt ue5?

  • @Pine2142
    @Pine2142 Před 2 lety

    Would this work in Unreal Engine 4?

    • @UnrealUniversity
      @UnrealUniversity  Před 2 lety +1

      Yes I just titled it ue5 cause it’s updated and in the future I will transition to ue5

  • @arifcakr492
    @arifcakr492 Před 2 lety

    Can this work for ue4 too?

  • @v.e.r.t.i.i.s
    @v.e.r.t.i.i.s Před 2 lety

    Unreal Engine 4 Worked?

  • @HippoPlayz.
    @HippoPlayz. Před 2 lety +1

    hi

  • @TehDoCh
    @TehDoCh Před rokem

    Doesn't work.

  • @enescakr4203
    @enescakr4203 Před rokem

    bro i had to volume down, the video is too loud i thought my ears were bleeding

  • @Ryan-Ellis
    @Ryan-Ellis Před 2 lety +1

    talking so fast

  • @archhhhh
    @archhhhh Před rokem

    terrible tutorial, way too fast paced for people to follow along and you speak so fast it is hard to understand what you said.

  • @Kimera_Alternate_Realities

    Very interesting, thank you