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 toE_NPC_State
E_Attack_Player
has been renamed toE_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 |
---|---|---|
9/26/2024
- Added camera type enum which allows you to have the default free camera settings or permanent strafing camera
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