SamSuka
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Unreal Hand to Hand Combat #5 - Hit point Based Reactions

In this episode of unreal engine hand to hand combat series, I am going to implement a hit reaction system which reacts according to the point the character get hit. This part is continued from the last episode where we implemented different types of punches (lead jab, punch, uppercut) and kicks (front kick, leg sweep, regular kick ) based on multiple key input actions. So, according to the attack performed by the attacker, a different reaction animation will be played on the victim character. For example, for an uppercut, a reaction of a head hit and for leg sweep, a reaction of falling down and then kip-up animation will be played.   Full hand to hand combat playlist : https://youtube.com/playlist?list=PLNTm9yU0zou6LIo3TI2k1nYhfSfTN1gpz

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Unreal Hand to Hand Combat #5 - Hit point Based Reactions

Comments

This is amazing!

What else needs to cover here?

Thilina Premasiri

Are you still working on this series?

theshade gaming

Usually you can keep one character stationary and move the other character to proper location and rotate towards the enemy, it syncs. Watch the katana finishers series i did. That's what I have done there

Thilina Premasiri

Hi there Code. I was wondering, the tutorial series has been great as is the project of course, but something I've ran into issues with is in a full 3d environment not 2d, being able to grapple and execute finishers or just tackles in general. And keeping the player and enemy in sync by animation AND rotation/location. I can sync the animation, similar to yours here, but the rotation/location doesn't match up or varies. Curious how you would solve that. Even using this particular series for an example if you had the time to cut together a clip on it :) Keep up the awesome work!

Dusty Shull


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