Unreal Engine 5 C++: Make Your Own Action Combat Game
Unreal Engine 5 C++: Make Your Own Action Combat Game
Unreal Engine 5 (UE5) has taken game development to new heights with its stunning graphical capabilities, optimized performance, and flexibility.
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For developers aiming to build action combat games, the blend of Blueprint scripting and C++ coding provides a powerful toolkit. This combination allows for both rapid prototyping and deep customization. In this guide, we will focus on leveraging C++ in UE5 to build the foundations of an action combat game, walking through the essential mechanics like movement, attacks, combos, health systems, and more.
Setting Up Your Unreal Engine 5 Project
To get started, you’ll need to set up a new Unreal Engine 5 project. Open the Epic Games Launcher, go to the Unreal Engine tab, and create a new project. Select the "Games" category, then choose a "Blank" or "Third-Person Template" for a faster setup. We will be using C++, so ensure the C++ option is selected rather than Blueprints.
After creating the project, UE5 will generate the necessary folders and files, including your Source
directory, which contains your main C++ code files.
Creating Your Character Class
The core of any action combat game is the player character. We’ll start by creating a custom C++ character class to define movement, combat abilities, and other player-related mechanics.
Create a New C++ Class: In the Unreal Engine Editor, navigate to the "File" menu, select "New C++ Class," and choose
Character
as the parent class. Name it something appropriate likeCombatCharacter
. This class will inherit fromACharacter
, which comes with movement functionality.cpp#pragma once #include "CoreMinimal.h" #include "GameFramework/Character.h" #include "CombatCharacter.generated.h" UCLASS() class MYCOMBATGAME_API ACombatCharacter : public ACharacter { GENERATED_BODY() public: ACombatCharacter(); // Declare attack function UFUNCTION(BlueprintCallable, Category="Combat") void Attack(); };
Implement Movement Controls: After creating the class, navigate to the
CombatCharacter.cpp
file. In this file, we will bind the character’s movement to player inputs like walking, running, and jumping.cppvoid ACombatCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent) { Super::SetupPlayerInputComponent(PlayerInputComponent); PlayerInputComponent->BindAxis("MoveForward", this, &ACombatCharacter::MoveForward); PlayerInputComponent->BindAxis("MoveRight", this, &ACombatCharacter::MoveRight); PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump); PlayerInputComponent->BindAction("Attack", IE_Pressed, this, &ACombatCharacter::Attack); } void ACombatCharacter::MoveForward(float Value) { if (Controller && Value != 0.0f) { // Get forward direction const FRotator Rotation = Controller->GetControlRotation(); const FRotator YawRotation(0, Rotation.Yaw, 0); const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X); AddMovementInput(Direction, Value); } } void ACombatCharacter::MoveRight(float Value) { if (Controller && Value != 0.0f) { // Get right direction const FRotator Rotation = Controller->GetControlRotation(); const FRotator YawRotation(0, Rotation.Yaw, 0); const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y); AddMovementInput(Direction, Value); } }
In this code, the
SetupPlayerInputComponent
function binds the axis mappings (like forward/backward movement) and action mappings (like jump and attack) to the corresponding functions. TheMoveForward
andMoveRight
methods use the player’s input to move the character accordingly.
Implementing Combat Mechanics
Now that basic movement is in place, let's implement the core combat mechanics. This includes defining an attack function and setting up a combo system to make the combat feel fluid.
1. Simple Attack
In your CombatCharacter.h
file, declare the attack logic that can be triggered by the player pressing a key.
cppvoid Attack();
Then, implement the Attack()
method in your CombatCharacter.cpp
file. This function will later evolve into a more complex combo system, but for now, it will perform a simple attack animation.
cppvoid ACombatCharacter::Attack()
{
if (CanAttack())
{
// Play attack animation
if (AttackMontage)
{
PlayAnimMontage(AttackMontage);
}
// Apply damage or effects here
}
}
The Attack()
method checks if the character is allowed to attack by calling CanAttack()
and then triggers an attack animation montage. Montages in Unreal Engine allow for a sequence of animations, perfect for chaining combo attacks.
2. Combo System
For action combat games, a smooth combo system is vital. We can achieve this by linking several attack animations and transitioning between them based on timing and player input.
- Variables for Combo System:
In the CombatCharacter.h
file, add the following member variables:
cppprivate:
int32 ComboIndex;
bool bIsComboActive;
FTimerHandle ComboResetTimer;
protected:
void ResetCombo();
UFUNCTION(BlueprintCallable, Category="Combat")
bool CanAttack() const;
The ComboIndex
tracks the current combo position, bIsComboActive
checks if the combo chain is still active, and the timer ensures that combos reset if the player pauses.
- Implementing the Combo Logic:
Now, in your Attack
function, you can enhance the logic for handling different combos.
cppvoid ACombatCharacter::Attack()
{
if (CanAttack())
{
// Play combo based on ComboIndex
if (AttackMontage)
{
switch (ComboIndex)
{
case 0:
PlayAnimMontage(FirstAttackMontage);
break;
case 1:
PlayAnimMontage(SecondAttackMontage);
break;
case 2:
PlayAnimMontage(ThirdAttackMontage);
break;
default:
ResetCombo();
break;
}
ComboIndex++;
bIsComboActive = true;
// Reset combo after a delay
GetWorldTimerManager().SetTimer(ComboResetTimer, this, &ACombatCharacter::ResetCombo, 1.5f, false);
}
}
}
void ACombatCharacter::ResetCombo()
{
ComboIndex = 0;
bIsComboActive = false;
}
bool ACombatCharacter::CanAttack() const
{
return !bIsComboActive || ComboIndex < MaxCombo;
}
With this setup, when the player presses the attack button repeatedly, different animations play in sequence, forming a combo. The ResetCombo()
method ensures that the combo is reset if the player waits too long between attacks.
Health and Damage System
A good action game needs a health and damage system for both the player and enemies. Let’s implement a basic health system in C++.
1. Adding Health Variables
In CombatCharacter.h
, add variables to store the character’s health:
cppprotected:
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Stats")
float MaxHealth;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Stats")
float CurrentHealth;
public:
UFUNCTION(BlueprintCallable, Category="Health")
void TakeDamage(float DamageAmount);
2. Implementing the Damage Logic
In CombatCharacter.cpp
, implement the TakeDamage()
function, which will reduce the character’s health and handle the death logic:
cppvoid ACombatCharacter::TakeDamage(float DamageAmount)
{
CurrentHealth -= DamageAmount;
if (CurrentHealth <= 0.0f)
{
Die();
}
}
void ACombatCharacter::Die()
{
// Play death animation, disable movement, etc.
}
When the player or enemy takes damage, the TakeDamage()
function decreases health and triggers death if health reaches zero.
Final Touches and Optimization
At this point, you have the foundation for a basic action combat game. You can expand the system by adding additional mechanics like special attacks, enemy AI, blocking, and dodge rolls. You can also tweak animations, add visual effects like particle systems, and optimize performance for smooth gameplay. By incorporating Blueprint scripting alongside your C++ logic, you can quickly test out new ideas and create dynamic, engaging combat mechanics.
Conclusion
Building an action combat game in Unreal Engine 5 using C++ allows for deep control over game mechanics, from movement and attacks to combo systems and health management. While Blueprints can handle much of this functionality, combining it with C++ enables you to optimize, customize, and scale your game effectively. With UE5's powerful rendering and physics capabilities, your action combat game can be not only mechanically engaging but also visually stunning.
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