Within the animation montages a group of AnimNotifys were set to give the engine a precise moment in which the combo can physically continue, this means that at a specific point within each of the animations, the AnimNotify will fire, giving the user a window in which to press the attack button again, triggering the next move in the combo.
In addition to this, there is a combo reset feature linked into the animation blueprint alongside the combo start node, this is added to allow the combo to reset itself, meaning the player can re-trigger the combo whether successfully completed or not.
In this case, the left mouse button (LMB) was designated as the Primary attack button, with this allocation in place I could begin to make the combo function in-game.
The combo was then mirrored with similar values, and identical AnimNotifys, applied to the secondary weapon, which in my character's case, is a Sledgehammer.
Both combos can be seen below functioning in-game via screen capture;

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