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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