Thanks for this great video. This is very educational about montage. But it's a wrong pattern of game design. It was use in the first "Assassin's creed" and it was a disaster. Imagine you press 10 times the attack button, your character will be stuck in a 10 attack combo and you won't be able to break it for let's say ... avoiding enemies attacks. You need 3 animations with to part : when the character slash and then when the character return to the idle position. During the first part of the animation, just ignore the attack button. During the second part of the animation, if the attack button is pressed, play the next slash animation.
He's not adding 1 to the attack chain every time he presses the button. He's hard setting it to 1 every time he clicks. So no matter what, if he clicks 999 times before the first part of the montage is up, he will only ever be buffering the next part of the combo
Wow, this is a really fantastic and robust way to implement combos, it's surprisingly modular and versatile. It works with an arbitrary number of combo segments as long as you add notifies for all of them. I've also found that it works even better if you add "notify states" simply named 0, 1, 2, 3, etc to the montages, instead of just plain notifies, then change the combo to go off the end of the notify state rather than the beginning of the notify. That keeps all of the functionality of your system but also allows one to use the start of the states to designate what attack is currently happening and feed that information to an actor via the notify name. This way, the actors for the weapons can have separate traces, sounds, damage, and effects for each part of the combo. Great system though, saved me a few bucks on assets and I feel more comfortable with it because I built it myself, and it's simple and modular.
Great help, thanks. I was really worried I'd have to do some quantum physics sorcery in the animation graph to make combos work, but this is so simple.
Extremely useful I was able to combined several animations into one and then use this method opposed to setting them up separately using variables this is much cleaner and simpler
I had created an animation montage and then dragged the animations I wanted to use into that and set up the anim notifies where they switched you just gotta make sure that the animations you use look like they go together or it looks a little awkward
Sorry for the late reply I hadn't seen my notifications I hope that helps a little I'm pretty much a newbie at this I just watch tutorials to get general ideas of how things work and kind of figure out how I need to implement it in what I'm doing
Amazing tutorial as always mate! One thing I need to mention to anyone with issues playing the animation montage: add the montage slot to the animation blueprint.
For those whose animation won't start when the button is pressed here is the answer. In your animation blueprint go to the anigraph, the one where you set up the animation. Right-click and create a default slot. then click on that default slot. on the right in the details panel, you should see the slot name and it is usually defaultgroup.defaultslot. This is named in the montage blueprint. You can change the name in the montage blueprint if you want, but it can be used as-is. You have to connect that default slot between the state machine node(the one that is most likely controlling your characters movement.) and the output pose. So State machine --> default slot --> output pose.
Awesome job! Friendly suggestion: please do a zoomed out view near the end, so it's easier to reproduce everything without going step by step after seeing the tutorial.
hey, when i press the action key nothing happen, my character are just stay in place doing idle animation, should we place the animation in anim montage first or what?
@Gary Wilkerson go to your anim bp and attach the default socket between your motion socket and output, so unreal will be able to read your montage, hope this help
Thanks so much for this brilliant solution, Ryan! One thing I discovered is that the "On Notify Begin" pin will ONLY fire if a "Montage Notify" preset is used (as shown in the video). It will NOT fire when used with a regular notify (ie. by adding a notify by clicking "new notify").
I need to know how to do this with several different animations instead of all of them in a single one already 🙃 Edit: figured it out. Just had to create 3 different montages and each one for a different part of the combo.
not gonna lie... I did everything like you did in your video, but it seems like my anim montage is not playing at all :D I checked if it is sending signal for that code, and it does, but it does nothing.
Could you do something like this for the next tutorial: (It doesn't have to be all in one episode) Make an animation that when a player presses e or f on the keyboard, he enters and exits the car as in gta, saints row, mafia and other games similar to them. After that you can make the physics of the circuit so that they can have, for example, turbo or nitro, drift, etc. And don't forget to put radio stations in the car, so that the player can listen to music while in the car or driving. It would be good if a moving vehicle could hit an object and the vehicle could be damaged, scratched or some part falling off. It's just arbitrary if you want. The last idea for the end is that vehicles, when parked in a garage or some facility, can be upgraded. To improve speed, acceleration, drift, etc.
WOW im new to unreal. about 50 hours in. i love this! easy to follow detailed tutorial. thanks so much you just made my gameplay that much better ^^!
Thanks for this great video. This is very educational about montage. But it's a wrong pattern of game design. It was use in the first "Assassin's creed" and it was a disaster. Imagine you press 10 times the attack button, your character will be stuck in a 10 attack combo and you won't be able to break it for let's say ... avoiding enemies attacks. You need 3 animations with to part : when the character slash and then when the character return to the idle position. During the first part of the animation, just ignore the attack button. During the second part of the animation, if the attack button is pressed, play the next slash animation.
He's not adding 1 to the attack chain every time he presses the button. He's hard setting it to 1 every time he clicks. So no matter what, if he clicks 999 times before the first part of the montage is up, he will only ever be buffering the next part of the combo
Wow, this is a really fantastic and robust way to implement combos, it's surprisingly modular and versatile. It works with an arbitrary number of combo segments as long as you add notifies for all of them. I've also found that it works even better if you add "notify states" simply named 0, 1, 2, 3, etc to the montages, instead of just plain notifies, then change the combo to go off the end of the notify state rather than the beginning of the notify. That keeps all of the functionality of your system but also allows one to use the start of the states to designate what attack is currently happening and feed that information to an actor via the notify name. This way, the actors for the weapons can have separate traces, sounds, damage, and effects for each part of the combo.
Great system though, saved me a few bucks on assets and I feel more comfortable with it because I built it myself, and it's simple and modular.
This doesn't work, for some reason when I click it immediately just fires true from the montage is playing branch
WAT. nice job, really, i think this is the simplest way to do a combo attack, without delay or timing correction. Again, great job.
How would you do this with UE5? The Montage Play node is different in UE5.
Great help, thanks. I was really worried I'd have to do some quantum physics sorcery in the animation graph to make combos work, but this is so simple.
Extremely useful I was able to combined several animations into one and then use this method opposed to setting them up separately using variables this is much cleaner and simpler
How do you combine animations in Unreal Engine? I thought of doing the same but ended up doing it separately with combo variables
I had created an animation montage and then dragged the animations I wanted to use into that and set up the anim notifies where they switched you just gotta make sure that the animations you use look like they go together or it looks a little awkward
Sorry for the late reply I hadn't seen my notifications I hope that helps a little I'm pretty much a newbie at this I just watch tutorials to get general ideas of how things work and kind of figure out how I need to implement it in what I'm doing
@@magegames6202 thanks man :)
Weird. I needed a video like this for my action game. Lucky me!
Amazing tutorial as always mate! One thing I need to mention to anyone with issues playing the animation montage: add the montage slot to the animation blueprint.
For those whose animation won't start when the button is pressed here is the answer. In your animation blueprint go to the anigraph, the one where you set up the animation. Right-click and create a default slot. then click on that default slot. on the right in the details panel, you should see the slot name and it is usually defaultgroup.defaultslot. This is named in the montage blueprint. You can change the name in the montage blueprint if you want, but it can be used as-is. You have to connect that default slot between the state machine node(the one that is most likely controlling your characters movement.) and the output pose. So State machine --> default slot --> output pose.
Do you have screenshot of the menu you talking about?
@@ML-iv2ed I do, but youtube keeps removing my comments.
You are such a brilliant genius it's insane. Thank you Ryan.
my character cannot finish his attack because of some sort of glitch which cancels the animation halfway through, I don't know what I did
My character just ends up walking forward a little with each input... though I have tested this and it seems to not like the montage
hey did you solve it?
@@FBI-vj3or no i havent yet know anything?
Thanks I always find Combo Attacks Tricky to program, In a way which makes them look good.
Awesome job! Friendly suggestion: please do a zoomed out view near the end, so it's easier to reproduce everything without going step by step after seeing the tutorial.
you have to understand it not just copy :D
It's easier to understand when you can see all the nodes at once
I have a different method that was giving me trouble, so I'll try your method and see if it works for me. Thanks, man!!
Yo where can I get that character model. Also does this work on multyplayer?
So If I have three different punch animations that I want to string into one combo, what would I do differently?
Got to combine them in a Animation Composite within unreal then drop that composite into a Anim Montage! :)
hey, when i press the action key nothing happen, my character are just stay in place doing idle animation, should we place the animation in anim montage first or what?
ok solved! anyway if you had the same issue, dont forget to attach the default socket in anim bp
@@FBI-vj3or I have the same issue, but don't understand your solution. Could you expand on what you mean about attaching the default socket?
@Gary Wilkerson go to your anim bp and attach the default socket between your motion socket and output, so unreal will be able to read your montage, hope this help
@@FBI-vj3or Got it, works perfectly now, thanks so much!
@@garywilkerson6395 glad to hear!
Wait, does it blend out if I just press the attack button once? Or does it always play the whole attack montage regardless of how many clicks?
It'll blend out after the first swing
@@RyanLaley Cool, I didn't know you could do that. I always used different montages for each attack in a combo
Thanks so much for this brilliant solution, Ryan! One thing I discovered is that the "On Notify Begin" pin will ONLY fire if a "Montage Notify" preset is used (as shown in the video). It will NOT fire when used with a regular notify (ie. by adding a notify by clicking "new notify").
thx, helped me out:)
@@afdeling1c You're welcome! 😄
@@AdamJanz3D btw in 5.4, If you want to connect notify end, its under notify state (not completely sure @ work :p)
@@afdeling1c Thanks for the tip!
I’ve been doing unreal for over a year and never new to get anim instance to stop anim montage and such 🙄 Thanks!
I am making my system in C++, but the logic here is really straight forward and I should be able to move it pretty easily, Thank you!
Great and simple. I can not ask for nothing more.
DOSE NOT WORK or you are missing steps tried at least 8 xs
Thanks for the tutorial. I had a question: How did you create the Attack_Combo Variable?
Anyone knows how to hold the button to continue attacking ?
Thank you. Clear and concise. New subscriber 👍
A nice helpful video here
Hey dude will you make a tutorial on how to make a bomb defusing game ?
Love the video, man
If you're looking for video ideas, how about...
Building a basic fighting game system
Take care!!
Great video
For some reason my character starts walking forwards and doesnt do the animation
Amazing work
didn't work :'( I push left button and... nothing
I need to know how to do this with several different animations instead of all of them in a single one already 🙃
Edit: figured it out. Just had to create 3 different montages and each one for a different part of the combo.
not gonna lie... I did everything like you did in your video, but it seems like my anim montage is not playing at all :D I checked if it is sending signal for that code, and it does, but it does nothing.
Make sure your anim blueprint has the correct slot node in it
Doesn't work for me. I'm using UE4.27
this is great!
Could you do something like this for the next tutorial: (It doesn't have to be all in one episode) Make an animation that when a player presses e or f on the keyboard, he enters and exits the car as in gta, saints row, mafia and other games similar to them. After that you can make the physics of the circuit so that they can have, for example, turbo or nitro, drift, etc. And don't forget to put radio stations in the car, so that the player can listen to music while in the car or driving. It would be good if a moving vehicle could hit an object and the vehicle could be damaged, scratched or some part falling off. It's just arbitrary if you want. The last idea for the end is that vehicles, when parked in a garage or some facility, can be upgraded. To improve speed, acceleration, drift, etc.
Why don't you just ask him to make the whole game for you. Maybe he can cut up your food for you and feed it to you too
الاغاني حرام الله يهديكم وممكن توصل سامعها وناشرها لعذاب القبر
"Tutorial - Attack Combo"
Starts the video with a combo animation already done. Am I missing something?