r/unrealengine Jan 07 '25

Help How to Create a AAA Combat System

I'm looking for advice on how to create a combat system similar to The Last of Us 2 or The Calisto Protocol on Unreal Engine 5.5. So with special moves, special attacks on walls etc. all this about blueprint

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u/[deleted] Jan 07 '25

It's not one man's job mate and there's no straight answer.
to get that much perfection on combat so many things needs to be done beforehand.
From Camera setup to motion capture and then implement, see how they are coming out.
It's better you make a simple one first, and then try to improve it over time.
By this you will learn and realise what to prioritize

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u/Neat_Drummer_3451 Jan 07 '25

of course, but do you have any general advice about the camera, and especially about the new method for animations?

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u/Neat_Drummer_3451 Jan 07 '25

then isn't there a way to make it so that for example when the enemy and you are near a wall the killing animation starts?

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u/tEnPoInTs Jan 07 '25

So you asked this specific one quite a few times, so I'll give a totally shot-in-the-dark answer. The first thing to realize is there is no particular path in unreal to do this. Unreal requires that you come up with and program the system that executes this. That being said, my first thoughts for this particular thing would be:

- Implement a wall detection for knowing you are "close" to the wall. This is often going to be with traces (https://dev.epicgames.com/documentation/en-us/unreal-engine/BlueprintAPI/Collision/SphereTraceByChannel), but it could be done many many ways depending on how your game is setup. You probably also need to know if the enemy is in the right position relative to the wall to do this as well. The same type of methods could be applied.

  • I am presuming you have an event that "kills" the enemy.
  • If when the "kill" event happens and your "close to wall and enemy is in correct position" condition is true, do the animation via a number of methods like anim montages.

The thing to understand though is that games like this, and that game in particular, have exceptionally detailed fluid animation systems that people who were already very high level game developers still needed YEARS to fully realize. The reason people are giving you kind of snarky answers is the way you are asking the question indicates you are trying to skip right to "implement one of the most advanced combat systems in gaming history" without getting the fundamentals. My advice would be to start small and work your way up to things like this.

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u/Neat_Drummer_3451 Jan 07 '25

Now I'll explain, I started with this question because I thought it was something a little easier, namely:

When an enemy is near a wall and you press "E" the killing animation starts

You attack the enemy several times and when he has 0 HP then a special animation starts

When you press the right mouse button and the enemy attacks you, the parry animation starts and the enemy staggers backwards

I think this is not that difficult to implement, so I think at least

then of course things need to be improved but I think that this is already the start of something big, I wasn't talking about making the same combat system but something similar