Close Combat Swordsman | Blueprints
Close Combat Swordsman | Blueprints
Close Combat Swordsman | Blueprints
Close Combat Swordsman | Blueprints
Close Combat Swordsman | Blueprints
Close Combat Swordsman | Blueprints
Close Combat Swordsman | Blueprints
Close Combat Swordsman | Blueprints
Close Combat Swordsman | Blueprints
Close Combat Swordsman | Blueprints
Close Combat Swordsman | Blueprints
Close Combat Swordsman | Blueprints
Close Combat Swordsman | Blueprints
Close Combat Swordsman | Blueprints
Close Combat Swordsman | Blueprints
Close Combat Swordsman | Blueprints
Close Combat Swordsman | Blueprints
Close Combat Swordsman | Blueprints
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Video overview of the project

Video of the first update (weapons equipment)

The Project Close Combat: Swordsman is created to provide developers with a

template for games of different genres: action games, RPG’s, slashers or fighting

games. The template includes a combat system, a system for character movement,

a system for managing character’s level up, and a system of skills for a character.


Also implemented a fully compatible addition for hand-to-hand combat (Distributed separately):

Close Combat: Fighter


***Monthly Unreal Engine Sponsored Content product for October 2019***

Check out ZzGERTzZ's other products here: https://www.unrealengine.com/marketplace/en-US/profile/ZzGERTzZ

Technical Details

Features:

  • Movement. There is a jumping system, as well as a system for movement in running and walking states. A combat system is also available, where it is possible to walk in a fighting stance in all directions, while making dashes or dodging an attack, etc ...
  • Health component. This component comprises all parameters of character’s health. It can be used not only with the character, but with any actor, which might need health parameters.
  • Melee Weapon. The class of melee weapon for close quarters combat. In the project, there are 3 different swords stylized differently: Futuristic sword, Sword of Light, Sword of Darkness.
  • AI. Basic Artificial Intelligence is capable of hearing, seeing, following, and attacking the player from short range.
  • XP management component. The component comprises all necessary logic to handle leveling up of a character.
  • Game Interface (HUD). There is a fully animated game interface.
  • Combat overview. A cinematic camera in combat.

Number of Blueprints: 20

Input: Keyboard, Mouse

Network Replicated: No

Documentation: Eng

Online support: Discord channel


Animations:

Number of Animations: 77

Scaled to Epic skeleton: Yes


Swords model:

Number of Meshes: 3

Texture Sizes: Swords: PBR 4096*2048

Vertex Count: 4000-8000