UE4 - Creating a RPG #17 - Melee Combat Based Character

노기현·2024년 11월 26일

Today's Lesson: Melee Combat Based Character

Summary

1. We take a look at how we can make a melee combat based character.

2. We import a new character and animations and setup a new character blueprint.

3. We get this character ready to have a both a sword and shield which we'll turn into our melee combat system.


Virtus Learning Hub


✅ Sword Character

◼️ 에셋 준비

  • Import Character
  • Import Animations
    - Skeleton: Paladin_Character_Skeleton

◼️ 캐릭터 블루프린트

  • 기존의 ThirdPersonBP → MagicCharacter
  • MagicCharacter 복제 → SwordCharacter

◼️ 블루프린트 수정

  • Ability 1,2 삭제
  • Mesh - Skeletal Mesh 변경

✅ Sword Character Animation

◼️ 애니메이션 블루프린트

  • New Animation Blueprint <Sword_AnimBP>
  • Add StateMachine
    - Entry → Movement
    Sword Character BP에서 해당 애니메이션 블루프린트 적용

◼️ Blend Space

  • New Blend Space <Walk_Run_BS>
  • Horizontal Axis
    - Name: Direction
    - Min Value: -180
    - Max Value: 180
  • Vertical Axis
    - Name: Speed
    - Min Value: 0
    - Max Value: 600
  • Grid에 Animation 배치
    - Idle
    - Walk_InPlace
    - Run-InPlace

◼️ 애니메이션 블루프린트에서 Blend Space 사용

  • In Movement State
    Walk_Run_BS → Final Animation Pose
  • Direction, Speed 값을 받아오기 위해 변수로 승격
  • In Event Graph
    Sword Character BP로부터 Direction, Speed 할당 받기

✅ 시작 캐릭터 지정

◼️ World Settings

  • Game Mode Override: ThirdPersonGameMode
  • Selected GameMode
    - Default Pawn Class: Sword_Character

✅ Result

  • Paladin Character, Animation
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