In this video im present the current progress related to the construction of the new Melee Combat system for the AGLS project. At the moment, melee attacks, leg kicks, and knife attacks are available. The attack animations that the player can perform are cataloged in dedicated databases. When an action is triggered, a function is called whose purpose is to select the appropriate animation based on several factors, primarily the distance to the opponent.
HitReactions animations are not paired with the attacker, and the animation sequence is selected based on weight calculations for each available damage animation (this does not apply to ContextualAnimations).
Unfortunately, there is currently no implemented dodge system or MeleeCombat component integrated with AI. I am not certain whether I will be able to implement these features in the upcoming update.
The entire system is largely based on C++, although this mainly results from the need to construct new asset types for the engine. The runtime logic itself is now primarily built using a hybrid of Blueprint and C++.
During attacks, a ControlRig is also initiated to correct the attack animation when the characters’ positions deviate from the reference positions.
Although from a runtime perspective the system may appear relatively simple to implement, considering the number of animations created and the fact that the system was programmed from scratch, I believe that a little over a month is a reasonable development time :)
Preliminarily, I plan to release the v1.8 project files between March 20 and March 22. This deadline may be extended if I decide to fully integrate the MeleeCombat system with HumanAI. I hope the current results are satisfactory :)