Documentation · Sword Combat

SwordCombat — Setup & Guide

What ships in the package, the plugins it needs, how the blueprints fit together, and how to configure the enemy.

About the blueprint we provide
The blueprint in this product is a demo blueprint, made to show how the animations look and work in actual gameplay. Please use it as a reference setup, not as a complete gameplay system. For more information, please visit our website or contact us by email.
What Plugins Does the Blueprint Require?

If the GameMode does not work correctly, we recommend enabling these plugins.
These plugins are used by the blueprint:

  • ▸Motion Warping
  • ▸Animation Locomotion Library
  • ▸Animation Modifier Library
  • ▸Animation Warping
How to enable them:
  1. 1.In the Unreal Editor, go to Edit > Plugins.
  2. 2.Search for each plugin name and tick the Enabled checkbox.
  3. 3.Restart the editor when prompted.
How to Install the BP in Your Project
▸In World Settings, set GameMode to BP_Gamemode.
World Settings — GameMode set to BP_Gamemode. Click to enlarge.
WHAT IS THE DIFFERENCE BETWEEN THE USUAL DEMO CHARACTER AND THE SWCOMBAT CHARACTER?

The SwCombat Demo character (SKM_Quinn_Simple_Skeleton_Sw) contains these elements:

  • ▸Visual bones and sockets: For attaching the weapon to the character.
  • ▸Blend Mask: Used in the ABP_Base AnimGraph (Layered Blend per Bone node).
  • ▸Animation Slot: Used in the ABP_Base AnimGraph and in Animation Montages.
SwCombat character skeleton. Click to enlarge.
Original demo character skeleton. Click to enlarge.
What Each Blueprint Does and How to Replace the Animations in Them
BP_Character

the main character blueprint. Used for:

  • ▸Holding the Skeletal Mesh, capsule collision, camera and movement component.
  • ▸Reading player input and running gameplay logic.
  • ▸Deciding what the character is doing.
ABP_Base

the main animation blueprint; it connects to BP_Character and handles its animations. Used for:

  • ▸Reading variables from the Character BP.
  • ▸Containing state machines and blend spaces.
  • ▸Deciding how the character moves.
  • ▸Deciding which Animation Layer to use.
ABP_Layer

for assigning or replacing animations.

  • ▸An Animation Layer Interface that defines empty slots for different animation sets.
  • ▸Used for assigning or replacing animations.
  • ▸Has two Child Blueprints:
  • ▸ABP_Normal — the unequipped animation set
  • ▸ABP_SwCombat — the sword-equipped animation set

How they connect: the Character BP sets the state, the AnimBP turns that state into a pose, and Anim Layers let you swap parts of that pose logic.

Replacing animations in the Anim Layer child blueprints. Click to enlarge.
How to Set the Enemy Status

Place the Enemy in the world and set its Character Status:

Patrol Route

Sets the walking path for the enemy. If None, the enemy will stay in place.

Current State
  • ▸Normal — the enemy will not attack.
  • ▸SwCombat — the enemy can attack.
Default Gate

Walk / Run / Crouch / Sprint

Use sense

Decides what the enemy will respond to. Used in AIC_Enemy.

  • ▸Sight — responds when it sees another character.
  • ▸Hear — responds when it hears a sound.
  • ▸Damage — responds when it takes damage.
Team Number

The enemy will attack characters that are assigned a different team number.

Immortal

If turned on, the enemy's HP will not decrease.

Heal Amount

The amount the enemy's HP will increase by after it drops below 25%.

Enemy Character Status settings. Click to enlarge.
Product See Sword Combat Animation Detail →
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