Lyra Series How To Build a Melee Combat System in Unreal 5 Part 3 - Target Lock in C++ OR Blueprints

Lyra Series How To Build a Melee Combat System in Unreal 5 Part 3 - Target Lock in C++ OR Blueprints

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Lyra Series How To Build a Melee Combat System in Unreal 5 Part 3 - Target Lock in C++ OR Blueprints
Dive into the creation of a versatile Melee Lock Ability for your Unreal Engine project! In this video, I demonstrate how to build the ability using both C++ and Blueprints within the Lyra framework. Learn how to implement dynamic locking mechanisms that enhance melee combat gameplay, with step-by-step guidance for seamless integration into your project. Whether you're a programmer or a Blueprint enthusiast, this tutorial will help you level up your game mechanics with each! GitHub link: https://github.com/TangoAlphaDev/TickingGameplayAbility How to make a Gameplay Ability https://www.youtube.com/watch?v=CJrR3mJvP-Y&t=4s Timestamps: 0:00​ - Demo/Introduction 0:59 - GA_Focus - Creating the gameplay ability 2:52 - GA_Focus - Trace Info Macro 3:30 - Back into GA_Focus to go over the logic 6:04 - Surprise! were in the cpp code - adding the files 6:42 - LyraTickingGameplayAbility.h - Showing the h file code 7:06 - LyraTickingGameplayAbility.cpp - Showing the cpp file code 8:16 - Back into the editor and reviewing GA_Focus logic 11:18 - How to do the GA_Focus in only Blueprints 11:57 - B_Hero_ShooterMannequin - Adding the custom event 12:42 - Jumping back and forth between GA_Focus and B_Hero_ShooterMannequin 16:15 - Showing off the Blueprint only demo 16:44 - Returning back to the cpp code functionality 17:21 - How to reparent a LyraGameplayAbility 17:59 - Final Demo and discussing further development Don’t forget to subscribe for more tips on building advanced gameplay abilities.