Motion Warping & the Arrow-Based Direction System in UE5 | Devlog #8
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Motion Warping & the Arrow-Based Direction System in UE5 | Devlog #8
568 просмотров · 13 дней назад
SssN1pEe
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568 просмотров · 13 дней назад
Part 8 — Motion Warping. How attacks actually land cleanly on a target
regardless of exact distance, and the arrow-based direction system
shared between this and hit reactions.
👉 In this episode:
Why a fixed-distance root motion attack whiffs or overshoots depending on how far the enemy actually is, and what Motion Warping does about it
Sphere-tracing for a valid target and interface-checking it before
ever committing to a warp
Reusing the same closest-arrow-distance function from hit reactions
for a completely different purpose — picking a landing spot instead
of a stagger direction
Plugin used:
GASPALS (Polygon Hive) — https://github.com/PolygonHive/GASPALS
Animation pack used:
GhostSamurai — https://www.fab.com/listings/e5fff258...
🛠️ About the series
This is a complete GAS-based melee combat system in Unreal Engine 5,
built solo and documented in real time:
Combos, blocking, perfect parries, and directional hit reactions
A directional dash ability with data-table-driven animation selection
Enemy AI with Behavior Trees and EQS
A fully attribute-driven, event-based UI
The real engineering trade-offs behind each decision — not just the
finished result
Perfect if you're into game dev, working on your own GAS project, or
just want to watch a solo UE5 project come together in real time.
🔔 Subscribe if you want to follow along with the rest of the series.
#UnrealEngine #GameplayAbilitySystem #GameDev #IndieDev #Devlog #UE5