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Architecture

This section includes deep dive on important technical aspects of the Combat System.

Components and Extensions

The Combat System uses multiple components to modularize its functionality, which is defined by many interfaces. This section will guide you through these elements, their roles, and how to extend them.

Weapon Architecture

The Weapon Manager and Weapon Actor are two of the most important elements in the Combat System. This topic will walk you through these, and related objects, so you can extend and integrate them with other systems.

Character Animation

The Combat System provides and uses multiple animation elements in its implementation. This topic will cover them, and provide details on how they can be used to connect the Combat System to Animation Systems.

Movement Component

Abilities such as the Target Lock or Blocking are usually tied to changes in the Movement Component, such as alternating between "Strafing" and "Forward-Facing" movement, or changing the current maximum speed.

Actor Pooling

The Actor Pool Manager enables reusing actors such as Projectiles and Targeting Actors, so your project can save performance by reducing the cost of frequently spawning and destroying actors.

User Interface

The Combat System manages key information, including 'vitals', 'damage', and other status effects. UMG Viewmodels are available to expose such information to your user interface.

Last modified: 19 September 2024