Jump-Landing: the character is permitted to land and can continue to run rightaway. This makes a good agile character. In the landing state of animgraph, they adds Player_Land animation to a base animation (either idle or run) which is in sync using sync group. The sync group allows the idle and run to continue smoothly after transition from the landing state.
Attack Animation: Since UE4 root motion cannot be turned on and off during animation (at least in blueprint). Maker of CouchKnight split attack animation into two parts, the first part doesn't allow player to move/rotate (so the swing arc doesn't get much wider from the animation and the character doesn't look jet-driven ). The second part is not root motion dominated, so the player can rotate freely (the movement is capped though).
Weapon Hit Detection: CouchKnights implement this with Overlap Collision detect for hit test. I find this not good enough for that it doesn't generate contact info as in hit event. Using hit event is possible but requires some trick to make it work. Like adding a physically-simulated object bound to the sword that will hit another kinematic capsule(or some collision component) attach to the player. Yet, my solution is far from perfect. It still doesn't produce perfect result when the sword must slash through multiple targets (wide swings in action games). So I'd prefer manual traces...
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