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THIS IS STILL GETTING UPDATED TO 2.0

Please Note: To be able to use and understand the asset, you need to know to know 4 main things. Inheritance & Enhanced Input & Blueprint Communications & Gameplay Tags. Please make sure you have all 4 well understood before proceeding.

Please Note: this Documentation is still WIP, more is being added by the day and more video tutorials are in the works.

  • IMPORTANT: DONT ATTEMPT TO ADJUST ANY FILE IN THE PLUGIN CONTENT

The TCF framework is taking into account multiple types of combat systems across multiple different types of games and genres. This asset should be able to carry on with any combat in mind as long as the fundamental key points are taking into account, which we will cover in a bit.

Most Combats & systems nowadays take into account the “Ability” usage into its systems which will make it more dynamic, each ability is not part of the owner it will be performing on, but rather an extension to it. That dynamic setup will allow for more versatile gameplay mechanics, and that’s the core of the system. Abilities can get quite large in scope pretty quickly. and that will get confusing if you lose track of what and when should a type of ability be fired.

Another annoying point to deal with is the types of attacks that will be performed per ability. say you have an attack and each swing of your sword should be resulting on different type of reaction to your enemy or target. wouldn’t that be a big hassle to deal with ? the larger the scope, the more problems that will show up and that’s just a glimpse of the issues that will be faced along development. TCF took into account all those problems and it should be quite easy and simple to solve if the foundations are understood.

Please Watch in the provided Order:

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