Before you Get Started


The Multiplayer Melee Combat System comes with a good amount of different Blueprints. If you have no prior experience with the Blueprint system it is recommended that you acquire a basic knowledge before starting with this system. Epic has quite a lot of tutorials which will teach you the basics. This documentation assumes that you have at least a basic knowledge of Blueprints.


If you are completely new to the UE4 Engine and haven't used it at all, you should start here: Get Started with UE4.



Getting Started


To get started open up the "ExampleMap" inside the "MPMeeleCombat/Maps" folder and press play. You can now test the system with the enemies you see in front of you - try to kill them! Don't be afraid, the first enemies you see won't fight back (green and blue guys) - they don't have any AI assigned. Only the enemy behind the corner (red guy) has a basic AI controller assigned. He will attack you when he can see you. Walk up to him to fight him.


Controls

WASD / Left Gamepad Stick: Move

Mouse / Right Gamepad Stick: Look

Left click / Right Trigger: Attack

Ctrl / Left Trigger: Target mode / Block

Q / Left Button: Switch Target (Hold to stop targeting)

E / X-Button: Special Attack (Execute)


By default, the directional attack feature is turned on. This means you can switch the attack direction by moving the mouse or the right gamepad stick. Blocking is also using the same direction. If you walk up to the blue guy and try to attack him with an upper right direction he will block your hit.


You can also find the control scheme inside the "ExampleMap" level (written on the wall):



Customizing the system


To customize the system have a look at the "BPC_CombatCore" blueprint and check out the variables inside the "Config" category. You can change a lot of the functionality with these variables. The screenshot on the left shows the Config variables available. The important ones are:


UseExecutionFeature

If the execution feature is used, this means if a character dies the can be executed. A set of special animations is used upon death (for the executioner and the executed one) to demonstrate this. This feature is present to allow for advanced gameplay features (e.g. executed enemies cannot be revived). If this feature is turned off, dead characters go straight to ragdoll mode.


UseDirectionalFeature

This toggles the directional combat feature on/off. If you don't require directional combat (like in Mount & Blade or For Honor) you can turn it off here. The UI widgets for the directional feature won't show up anymore.


UseTargetingFeature

If you uncheck this feature, the player will no longer be able to target opponents. Targeting allows the player to see the opponents health (a health bar appears above their heads). Moreover, attacks will always be executed toward the current target.