Ninja Bear Studio Plugins Help

Changelog

4.0.1

[bugfix] Added guard condition to avoid editor crashes in the `AnimNotify_Cast`.

4.0.0 - 21/04/2025

[major] The Motion Target setup was changed to track ongoing targets with more control. [major] A viewmodel Resolver that removes the need of using combat-related widgets. Widgets will be deprecated and removed in a future release. [major] Melee Scans will support multiple trace channels. The Melee Scan class will now allow you to override Object and Trace parameters separately. [added] Added a dedicated flow for Parries and Ripostes, based on the active frames of the Melee Scan, or a dedicated Parry Window Notify State. [added] Non-dynamic multicast delegates added to the Combat Manager, so they can be used with lambdas (i.e. State Tree Tasks). [added] Non-dynamic multicast delegates added to the Combo Manager, so they can be used with lambdas (i.e. State Tree Tasks). [added] A direct call to the source of damage, to notify damage applied to a target. Useful for XP, specific attack notifies, etc. [added] An extensible State Tree Task that can send Combo Events to an ongoing Combo Ability task. [added] Support for impact data tables that can automatically override the default impact cosmetics, based on the surface that was hit. [added] Handling scenarios where a projectiles hit non-combatant actors, such as the environment. [added] Added "Ready" and "Started" events to the Combat Animation Ability Task. They will notify these new stages in a combat animation. [added] Added dedicated attributes for base damage bonus and base damage reduction. [improvement] Organized the Combat Ability Tags to allow other types of game-related categories, without clutter. [improvement] Added support for multiple hits in the same melee scan. [improvement] Marked Attribute Set functions "InitializeDamageCalculationInput" and "ApplyDamage" as virtual. [improvement] Added a base cost attribute for Stamina and Magic. [improvement] Added support functions to the base Weapon Manager. [improvement] Covered Player States and Controllers in the GetCombatManagerComponent function, from the Combat Library. [improvement] Exposed the combat forward reference in the Combat Manager and Function Library. [improvement] Exposed setters for the speeds in the custom Movement Manager and getters for current states. [improvement] Improved the way the Combat Manager is retrieved via library, supporting multiple types of owner: controller, player state, weapon. [improvement] Exposed access to the current Gameplay Ability Target Actor, via the Target Manager interface/component. [improvement] Simplified the Cast flow for GAS Targeting Actors in the Cast Ability. [improvement] Allowed the base Animation Ability to dynamically determine if commits should be done before the animation plays. [improvement] Lowered severity of the log, when a weapon is not found by normal means. [improvement] Exposed the Root Motion Scale in the Animation Provider object. [improvement] Added a logic path for game cues to play Camera Shakes for the local player, even if no target was hit (i.e. hit the ground). [improvement] Improved the "AlignWithFloor" function, from the base Cast Actor, so it also aligns with the floor orientation. [improvement] Exposed the last scans and positions obtained by a Melee Scan. [improvement] Simplified the extension of melee trace cosmetic parameters. [improvement] Added a test to the cosmetics component, in case the game ends before the callback is invoked. [improvement] Added a "GetCastOwner" to the Cast Interface. [improvement] Added a block tag for Hit Reactions. [improvement] Added an option for Cast Actors to manage application and removal of infinite Gameplay Effects while actors are colliding with them. [improvement] Added an option for Cast Abilities to commit after the cast has been completed. [improvement] Reviewed and improved how the Physical Animation Component works for hit reactions. [bugfix] Fixed the cancel regeneration tags being applied incorrectly. [bugfix] Ensured that predicted rep-notifies in the combat manager won't broadcast twice (for prediction and replication). [bugfix] Ensured warp targets are cleared when animation abilities end. [bugfix] Fixed the armor mitigation calculation. [bugfix] Fixed the name shown for the Combat Animation Ability Task, in the editor node. [bugfix] Fixed a bug in the Combat Animation Ability Task, that would avoid the montage to be moved to another section. [bugfix] Ensured that the Wait Target Data With Actor Callback Task properly correctly applies modifications. [bugfix] Fixed a call to the "_implementation" version of "CastToTargets", in the Cast ability. [bugfix] Handled "lifespan on death" when there's no damage setup provided during the death event. [bugfix] Fixed hard requirement for poolable actors in the Cast Ability. [bugfix] Removed the duplicated damage calculation from the ranged damage effect. [bugfix] Correctly handling stacks in the Status Effect ViewModel. [bugfix] Added missing calls to super in Notifies and States. [bugfix] Fixed the logic for "Actors Hit" in the projectile Targeting Filter Task.

3.1.6 - 31/01/2025

[added] Handling scenarios where a melee attack hits non-combatant actors, such as the environment. [improvement] Vastly improved how the Combat Framework retrieves Combat Meshes and Anim Instances. [improvement] Improved categories and function settings from the Actor Pool and its Function Library. [bugfix] Ensured that combo delegates are broadcast correctly when the combo is reset, considering interruptions. [bugfix] Ensured that melee cosmetic parameters are properly using the Niagara parameter names set. [bugfix] Ensured that the play rate set by Animation Providers carries over to the Animation Montage task. [bugfix] Fixed the Defend Damage calculation, so it calculates based on the final applied damage.

3.0.0 - 30/12/2024

[major] Combat Delegates were changed to provide the source component whenever applicable. [added] An extensible Behavior Tree Service that can send Combo Events to an ongoing Combo Ability branch. [added] Option to collect specific Melee Scan meshes, via Gameplay Tags. [added] Added "Mac" to the list of Allowed Build Platforms. [improvement] Support for additional roles in the Opportunity Attack ability. [improvement] Exposed optional settings for Damage and Poise Consumption in weapons and projectiles. [improvement] Added an extension point for opportunity attacks, before starting the paired animation. [improvement] Added a more flexible way to select melee impact particles, sounds and shakes in the Base Weapon actor. [improvement] Added a more flexible way to select melee impact particles and sounds in the Base Projectile actor. [improvement] Exposed the default widget visibility in the base Combat Widget. [bugfix] Removed all warnings regarding Ability Tags, introduced in Unreal Engine 5.5. [bugfix] Fixed a crash that could happen while executing an animation ability, with Motion Warping, and closing the game before ability ends. [bugfix] Fixed the ragdoll being invoked, even when no ragdoll settings were enabled. [bugfix] Fixed cancel regen tag application for max health, stamina and magic.

2.18.42 - 22/11/2024

[added] Animation Provider for random animations. [added] Viewmodel for Target Lock. [improvement] Base combat widget has flexible flags to show/collapse based on a combatant actor being set or not. [bugfix] Added missing include that could break some builds. [bugfix] Fixed property visibility for State Tree nodes, so they can be used for property binding.

2.16.40 - 16/11/2024

[added] Support for Unreal Engine 5.5. [improvement] Introduced functions to dynamically modify projectile and cast damage. [bugfix] Fixed the Combat Aware interface for widgets and widget components.

2.15.38 - 04/10/2024

[added] Camera Targeting Task for the Gameplay Targeting System. [added] Added options to change Animation Sections in the Cast Ability. [added] Added AI tests for "Is Dead" using the Damage Component. [added] Exposed Play Rate to Montage Abilities, unified animation-related interfaces, removing the "WeaponAnimationProvider" one. [improvement] Added an extension point to the Stagger Ability, that can be used for custom "on stagger" events. [improvement] Improved lifecycle for poolable actors to be more flexible. [improvement] Ensured that casts and projectiles will only ever be called once for each request. [improvement] Added an option to recalculate the projectile's speed at any time. [improvement] Refactored the Dissolve Component for better flexibility (i.e. "Appear"). [improvement] Exposed method to change Montage Sections (i.e. "Aiming/Firing on cast"). [improvement] Moved Melee Scan logic to the Combat Manager and ensured that it has a "duration" fallback so it won't rely on the "Notify End". [improvement] Exposed Hit Results to the Damage Calculation. [bugfix] Fixed the cast not triggering the first time for simulated clients. [bugfix] Handled authority scenario for Status Effects Viewmodel. [bugfix] Reinforced the Actor Pool initialization for blueprint subclasses. [bugfix] Fixed damage AI event being called on dead actors. [bugfix] Ensured that Melee Scans start/end correctly in dedicated servers. [bugfix] Weapon Impact Cosmetics component name changed to "WeaponCosmetics".

2.11.27 - 19/10/2024

[added] Added the RefreshTargetWarp Animation Notify, to refresh the Combat Warp Target. [added] Added Combo Task to manually set a Combo Count. [added] Introduced a new, formal way to handle recurring damage, that's perceived by other systems. [added] Status Effects view model. [added] Magic Regeneration Gameplay Effect. [added] Automatic AI perception for Damage Events. [added] Ragdoll support via the Ragdoll Animation Notify. [added] Added support for Linux. [improvement] Added option to disable collision with warp targets in gameplay abilities. [improvement] Combo Abilities can also have costs/cooldowns, regardless of the triggered abilities in the combo. [improvement] Ensured that Marker Widgets are collapsed when not in use. [improvement] Added an "Ignored Damage" filter to Hit Reactions. [improvement] Added more logs to Melee Scans. [improvement] Handled uninitialized states for the Widget Component. [improvement] Added the correct melee/ranged damage for Attacks, instead of the "base" one. [improvement] Added a directional offset angle for evades, to accommodate angled forward references. [improvement] Added directional logic to death ability. [improvement] Cast actors can obtain precise hits even for component collisions. [improvement] Introduced new add/remove weapons to the default Weapon Manager. [bugfix] Ensured that Opportunity Attacks will only dismiss a target if they were actually triggered. [bugfix] Fixed calculation for left/right hit reactions. [bugfix] Fixed the Magic Percent value in the Vitals viewmodel. [bugfix] Reinforced tags as rollbacks in the Melee Scan. [bugfix] Fixed ASC requirement from Cast Actors to apply damage.

2.7.16 - 24/09/2024

[added] Added a Weapon Animation Provider for abilities. This allows weapons to provide their own animations and reuse the same ability. [added] Added the Weapon Trail notify option to the Melee Scan. This allows you to use trails with your weapons, in the same duration of the melee scan. [improvement] Added the option to forward Gameplay Events directly to the Combo Manager, without needing the Input Action mappings. [improvement] Added option to automatically rotate the player controller to face the target locked. [improvement] Added a watch for the owner's death in the Weapon Manager. [improvement] Added option to dissolve attached actors, such as weapons, along with the owner. [improvement] Added blending of hit location and source location to Hit Reactions. [improvement] Removed prioritization of current target in warp providers. That can be done with sorting in the Targeting Preset. [improvement] Ensured that fallback abilities are only triggered after the opportunity attack ends, to avoid blocks. [improvement] Created an Ability Task for contextual animations. [improvement] Added an option for cast actors to add or remove casters from overlaps. [improvement] Removed the combo data asset that was already unnecessary on v2. [improvement] Removed the requirement from the Combo Gameplay Event to be triggered on both Server and Client. Local client is enough to advance it. [bugfix] Fixed case for include directive in TargetProvider_TargetingSystem. [bugfix] Fixed Niagara parameter name in NinjaCombatWeaponCosmeticsComponent. [bugfix] Ensures that contextual animations always start with correct actor transforms, even when they are not automatically calculated. [bugfix] Removed a temp log from NinjaCombatAttackSupport. [bugfix] Fixed basic setup for the Damage Execution in damage effects. [bugfix] Fixed the Gameplay Cue filter in the Cast Ability.

2.0.0 - 08/09/2024

[major] Reviewed setup and architecture, with the main goal of simplifying the system's usage. [major] Rebuilt the Opportunity System. [major] Rebuilt the UI module to fully leverage View Models. [major] Updated the Combo System so it's easier to configure. The Data Asset does not exist anymore. [major] Updated the Cast System so it's more flexible and supports Gameplay Ability Target Actors. [added] Added directional Hit Reactions. [added] Added a Weapon Cosmetics component that unifies how Gameplay Cues are implemented (particles, sounds, camera). [added] Added a new (optional) Player Camera Manager that blends between cameras, used by the Opportunity System. [improvement] Simplified the integration with Ninja Inventory. [improvement] Updated the default Weapon Manager so it can be used as-is for simpler scenarios. [improvement] Reviewed and expanded the Poise and Stagger functionality so it is easier to use. [improvement] Added the option to override Gameplay Effects from Melee Scans and Projectile Launch requests. [bugfix] Fixed projectiles not working when retrieved from the Actor Pool. [bugfix] Fixed projectiles not transferring their original Hit Result to the Gameplay Cue. [bugfix] Fixed combo State Trees not being cancelled along with the combo ability. [bugfix] Removed FORCEINLINE macros that were breaking builds.

1.15.10 - 27/07/2024

[improvement] Added more checks for the Critical Damage Calculation, to avoid possible crashes. [improvement] Added more verbose logs to damage and defense systems. [improvement] Exposed damage details in the Damage Handler, for easier access in Blueprint implementations. [bugfix] Fixed the calculation of Health, Stamina and Magic totals, ensuring that these are updated at the right time. [bugfix] Reinforced components in the Damage Received fast array serializer, to avoid crashes in more complex actor hierarchies. [deprecation] The Gameplay Effect used to initialize attributes have been removed.

1.15.4 - 17/07/2024

[added] Added more methods to the Default Weapon Manager, allowing adding and removing weapon actors. [added] Added exclusive delegates to the Default Weapon Manager that will broadcast weapons that were added or removed. [improvement] Added more logs to the Default Weapon Manager, to help troubleshooting the weapon initialization. [improvement] Renamed the function LoadAttachedWeapons to FindAttachedWeapons to better convey its purpose. [improvement] Added more logs to the Melee Scan Notify to help troubleshooting. [bugfix] Fix the weapon check in the Melee Scan Notify, to ensure it's compatible with both C++ and Blueprint Weapons.

1.13.3 - 08/07/2024

[added] Added an integration with Ninja Factions, to allow members of the same faction to have friendly fire enabled or disabled. [improvement] Improved the Actor Pool to provide more extension points to users needing to expand on it. [bugfix] Ensure that the End Melee Scan event is not triggered if a Melee Start Scan was not triggered as well. [bugfix] Fixed the edit condition for the weapon query in the Melee Scan.

1.12.9 - 27/06/2024

[added] Added an Animation Task interface and a base class for common Animation Montages. This simplifies creating tasks for other types of animations (i.e. Paper2D). [improvement] Re-enabled all blueprint activations for combat abilities, with an option to disable them via properties. [improvement] Renamed UNinjaCombatMontageAbility to UNinjaCombatAnimationAbility. A class redirect was added to avoid issues with Blueprints, but your C++ classes will have to be re-parented. [improvement] Removed the requirement of a UAbilityTask_PlayMontageAndWait in the UNinjaCombatAnimationAbility. [improvement] Marked the InitializeAnimationTask function from UNinjaCombatAnimationAbility as Blueprint Native. [improvement] Marked the SetupAndPlayAnimation function from UNinjaCombatAnimationAbility as Blueprint Native. [improvement] Reviewed the relationship between InitializeAnimationTask and SetupAndPlayAnimation to support other Animation Tasks. [improvement] Ensured that the Ability System's Actor Info will collect the combatant's main Skeletal Mesh Component and Animation Instance. [bugfix] Fixed the flag bStrafeWhileLockedOnTarget being ignored in the CombatMovementComponent. [bugfix] Fixed the assigned Scan Class being ignored by the UAnimNotifyState_MeleeScan.

1.11.13 - 21/06/2024

[added] Added a configurable reusable Actor to indicate the Target Lock. [added] A flexible Actor Pool, used for Projectiles and Cast actors. [added] A Weapon Manager integrated with the Ninja Inventory/Equipment, usable if Ninja Inventory is detected in the project/engine. [improvement] Improved the Actor destruction in the Damage Manager, allowing setting a lifespan instead of destroying actors immediately. [improvement] Added velocity settings for strafing on the Movement Component. [improvement] Created a schema for Combo Trees, validating the combo context and providing easier access to the Combo Manager (5.4 and above). [deprecation] The Gameplay Effect used to initialize attributes will be removed in favor of the Datatable initialization.

1.8.12 - 30/04/2024

[added] Added a base Animation Instance class that contains the commonly expected movement values, plus bindings to the Combat System. [added] Introduced the Model-View-View-Model (MVVM) pattern to Combat Widgets. You can learn more about this in the docs. [added] Added a new Damage Handler for Camera Shakes. [added] Added a new Damage Handler for Dissolving Materials. [added] Added Opportunity Abilities (for attackers and victims). It can be used as a base for backstabs, stealth take-downs, ripostes, etc. [added] Added the Parry Component and Backstab components for opportunity attacks. [improvement] Enhanced the Block ability to simplify its usage. [improvement] Enhanced the Evade ability to simplify its usage. [improvement] Added lenient test functions for Actor Components that should implement Combat System interfaces. [improvement] Improved multiple debug messages/ensure/assertions to hopefully facilitate troubleshooting. [improvement] Added the Dead state tag as a blocker to any applicable Combat Ability and cancellation tags to the Death ability. [improvement] Improved the Motion Warping System by allowing fine-tuning the target position via Scene Components. [improvement] Upgraded to Unreal Engine 5.4. [bugfix] Breaker hits won't have the "blocked" tag in their context anymore. This simplifies the setup of Hit Reactions. [bugfix] Fixed the way rotations are set in Hit Reactions, so it can replicate properly. [bugfix] Fixed a bug where the Death Ability could occasionally raise a scope lock assertion. [bugfix] Added the MinimalAPI class modifier that was missing in some interfaces. [bugfix] Fixed the Damage Handler definition, to support generic Actor Components instead of the specific Damage Manager.

1.2.16 - 04/04/2024

[improvement] Improved flexibility to provide specific projectile classes to the Attack ability (weapon > owner > notify > ability). [improvement] Modified access to many properties in the base projectile, they are now marked as BlueprintReadWrite. [bugfix] Fixed the scenario where projectiles wouldn't launch correctly without a gameplay effect assigned to them.

1.2.13 - 01/04/2024

[added] Added Poise/Stagger mechanics. Hit Reactions can be "default" and "stagger" reactions. [added] Added a Movement Manager Component. For now, it handles "walking while blocking" and "strafing while locked on target". [improvement] The default Weapon Manager Component will load weapon actors attached to the owner. [improvement] The default Weapon Manager Component allows subclasses to access the replicated weapon array. [improvement] The Target Ability can be activated/deactivated from external events. Activation takes a target Actor in the payload. [improvement] The Attack Ability provides functions that can be overridden to fine-tune Gameplay Effects and Levels. [improvement] The Attack Ability automatically sets damage and poise to Gameplay Effects, if interfaces will provide them. [improvement] Melee and Projectile interfaces can provide their respective Effect Levels. [improvement] Melee and Projectile interfaces can provide damage and poise consumptions to Gameplay Effects, as "Set By Caller" magnitudes. [improvement] Updated the Evade Ability to use the new Directional Evade Animation Provider. [improvement] The Default Weapon Actor replicates its Gameplay Tags. [improvement] Added a default setting to globally define the Motion Warping setting for Gameplay Abilities. [improvement] Added a setting to determine the duration of Melee Scan debug information on screen. [bugfix] The Damage Calculation will properly trigger conditional Gameplay Effects, if the damage output is greater than zero. [bugfix] The Combo Manager is properly replicated to better support dedicated server scenarios.

1.0.0 - 15/03/2024

First release for Unreal Engine 5.3.

Last modified: 23 December 2024