CombatArchitecture
Last modified: 24 November 2024This 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.
- Targeting System
The Combat System vastly utilizes the Gameplay Targeting System. There are multiple new Targeting Tasks that were introduced by this plugin, that can be used in Targeting Presets.
- Motion Warping
The system uses Motion Warping to properly adjust attack animations, and potentially others, so the animations will position and rotate their owners based on their given targets.
- Artificial Intelligence
The Combat System contains utility elements for AI Agents. These elements are built for both Artificial Intelligence frameworks in Unreal Engine - Behavior Trees and State Trees.