UCCombotterComponent

Overview

Combat system with three state machines: melee attack (combo), range attack (bow), and block. Uses CSimpleStateMachine from CCOREUMODULE. Drives montage playback and damage application.

Properties & Methods

Name Description
proceedAttack Starts a melee attack combo sequence
proceedStartRangeAttack Starts drawing the bow (range attack)
proceedEndRangeAttack Releases the bow
proceedStartBlock Starts blocking
proceedEndBlock Ends blocking
isBlocking Returns true if currently in blocking state
isAttacking Returns true if currently in attacking state
collisionTestIfAttack Sphere sweep to detect hittable actors considering team attitude
whatIfHitMelee Applies melee damage to hit actors via TakeDamage
whatIfProjectileLaunch Spawns a projectile actor with speed from bend-time curve
// Melee attack state machine:
// S_NOT_ATTACKING -> (user click) -> S_ATTACKING -> (montage end) -> S_ATTACK_FINISHED
//                                 -> (can combo) -> S_COMBO_WINDOW -> (user click) -> S_ATTACKING

// Range attack state machine:
// S_BOW_NOT_DRAWING -> S_PREPARE_BOW_DRAW -> S_BOW_DRAWING -> S_BOW_SHOT -> S_ATTACK_FINISHED

// Block state machine:
// S_NOT_BLOCKING -> S_PREPARE_BLOCKING -> S_BLOCKING -> (end block) -> S_NOT_BLOCKING