Update April 2019
Changes made both in
Dynamic Combat System
&
Dynamic Combat System - Archery
CollisionHandlerComponent
Is now detecting collisions using SphereTrace instead of LineTrace.
New variable TraceRadius with default value 0.1
BP_BasicArrowProjectile
In CollisionHandlerComponent TraceRadius value increased to 0.5
Element WorldDynamic removed from ObjectTypesToCollideWith array.
BP_ExplosiveArrowProjectile
Added new condition to check whether hit actor was not an Owner.
UC_StunRight
Enabled RootMotion on animation
WB_Crosshair
New function SetCrosshairImage added.
BP_CombatCharacter
Modified function CustomJump.
Modified function ShowCrosshair.
In function UpdateZoom timeline alpha promoted to variable ZoomAlpha.
StateManagerComponent
Modified function SetState.
DisplayedItem
In function Attach attachment rules changed to Keep Relative.
EquipmentComponent
Added new condition to function SetSlotActiveIndex.
Modified function IsShieldEquipped.
StatsManagerComponent
Modified function TakeDamage, now armor is treated as percent value absorbed from damage.
Added new event dispatcher OnBaseValueChanged.
Modified function ChangeStatBaseValue to call new event dispatcher.
ExtendedStatComponent
Binded new event to dispatcher OnBaseValueChanged from StatsManagerComponent.
EQS_ContextTarget
New validation condition.
DCS_Library
PlayParrySound - Spell set to None
PlayHitSound - Spell set to None
PlayBlockSound - new condition if shield is equipped
Changes made only in
Dynamic Combat System
Input
Added ActionMapping AbilityAttack
E_InputBufferKey
Added new values AbilityAttack & SetSpellActiveIndex.
E_StatType
Added new values MagicDamage & CastingSpeed.
StatsManagerComponent
Added new values MagicDamage & CastingSpeed to Stats array.
BP_BaseAI
Nodes called on collision activated (from CollisionHandlerComponent) were collapsed to the function called OnCollisionActivated, so it can be easily overriden in child blueprints.
Changes made only in
Dynamic Combat System - Archery
BP_CombatCharacter
Increased timer time of UpdateZoom to be higher than others on released InputAction BowAttack, to make sure it will be called last.
AN_UpdateHandArrow
Added new validation condition.
M_ShootArrowAndDrawNew
Increased length of anim notify InputBuffer to start from about 40%.