01. Change Log - dylogaming/CombatComponent GitHub Wiki

6/4/2025

  • Fixed grenade bug when not having weapon equipped

5/15/2025

[!IMPORTANT]
Hand IK is moving to using weapon sockets instead of IK spheres

  • Updated NPC Combat Component to automatically add assassination victim child actor
  • Fixed parry (before if the player just held the block button during parry window, parry would perform. Now it will only perform on button press during window)
  • Added logic so if wall blocked, you can still perform secondary input attacks (for pistol, rifle, if you can't shoot, you can still melee when in front of wall)
  • Added array for "Unblockable Class" which, if damage causer has that weapon, it cannot be blocked (think guns, you can't block bullets)

5/12/2025

[!CAUTION] E_Status has been renamed to E_NPC_State E_Attack_Player has been renamed to E_Attack

  • Fixed collision not reactivating on player when ending ragdoll (would not receive damage)
  • Fixed dodge rolling when changed camera shoulder
  • Fixed projectile logic so that if target locked and firing, will fire straight from weapon, not center of screen
  • Fixed particle rotation on weapon impacts (they were always spawning in one direction, regardless of what angle the attacker was facing)
  • Fixed shooting while NOT aiming for player & NPC to use rotation (before, not aiming would fire directly straight instead of up and down if locked on target was higher/lower than the shooter)
  • Fixed double impact fx spawn when shooting
  • Added headshot multiplier
  • Added explosive barrels
  • Added logic for ai enemies to automatically stand up after ragdolling
  • Fixed bug for sword & shield where sometimes it would not attach properly
  • Fixed bug where dodge rolling could sometimes be spammed (because idle transition would trigger interrupting it)
  • Fixed assassination animation for NPC (they'd still use spine rotation from player)

5/2/2025

  • Added surface-based FX for weapon impacts
  • Added logic to use montage slots (now you can specify upper-body only anims like shooting which will play on all movement types)
  • Temporarily removed inertialization due to bad rotations when swapping shoulders with Sword & Shield (going to make a swap time var for all weapons)
  • Added 4 directional dodge rolling

4/25/2025

  • Moved enums & structs into folder (apologies in advance as this will mess up older projects due to references being moved. I should have organized it like this from the start)
  • Added Target locking
  • Added Aim assist
  • Added range weapon recoil for bullet spread & ability to modify the camera location (shooting will jump the camera up by whatever value you specify)
  • Added knife weapon
  • Added input controls UI
  • Assassinations (close & range)
  • Smoothed out strafe jittering
  • Cleaned up animations
  • Cleaned up code substantially
  • Cleaned up existing UI
  • Fixed arrow resting on bow correctly
  • Fixed issue where auto-fire would sometimes have random delays in repeated firing
  • Fixed hand IK
  • Fixed a lot of logic for GASP template, removing all known error messages, and allowing for easy IK adjustment for hands
  • Simplified animation blueprint
  • Custom aim & hit icons per weapon

12/20/2024

  • Fixed projectiles not spawning correctly when aiming to the sky
  • Fixed combat component not working on AI
  • Added enum to ANW Damage notify regarding damage overlaps
  • Added "+100 Z axis" to grenade radial force location (this ensures radial damage is applied. Without this, radial damage dips below the floor sometimes causing it to not apply radial damage)
  • Moved "Apply Damage" nodes to end of logic stream to avoid "accessed none errors"
  • Added "Damage Range" variable which, if set to anything other than the default (0, 0), will be used instead of the base damage amount
  • Fixed character stuck in T-pose in editor
  • Made all demo weapons children of the same weapon within 📘 Blueprints folder

12/18/2024

  • Fixed grenade explosion textures
  • Fixed fist IK sphere's not attaching to both hands
  • Fixed fist mirroring
  • Fixed projectiles not going to center of screen
  • Made BP_Fist_Demo a child of Fist weapon

12/9/2024

  • Removed arm rotation which caused rifle & pistol rotate higher/lower than center of screen
  • Cleaned up animations by: fixing feet lifting off the ground, fixing hand placement, fixing fingers [more still need to be worked on]
  • Began replication (it's going to be a minute before it's all done)
  • Replaced component based variables used within the animation graphs
  • Updated unequipped sockets to be on spine_01 so they rotate with player

10/23/2024

  • Added logic for secondary attack input combos
  • Added assassination logic (not implemented yet as I need to make custom animations & do more testing)
  • Added animation priority bool (if true, animation will not be interrupted by other combat animations)
  • Fixed bug where grenade wasn't doing damage (idk how that stopped working)
  • Added additional death & ragdoll logic
  • Added bow weapon
  • Exposing strafe blendspace as a variable, allowing you to dynamically update the blendspace used (which will basically modify the legs) per-weapon
  • Added mirror underhand grenade animation
  • Removed debug sphere that spawns when bullet hits surface
  • Added weapon sockets for unequipped (weapons will appear on character after unequipping if you choose to have it)
Updated struct from "S_CombatDetails" to "S_IdleSettings" Added Enum For Idle Type Added Bool To Skip Middle Camera Shoulder
image image image

9/26/2024

  • Added camera type enum which allows you to have the default free camera settings or permanent strafing camera
image GIF 9-25-2024 9-42-44 PM

9/4/2024

  • Added basic controller inputs (missing some mechanics, will finish adding later due to additional logic needed)

9/3/2024

  • Added delay to component begin play to get Game Animation Sample to work with switching characters
  • Updated ALS weapons to exclude aim animations

8/30/2024

  • Asset released