Evade Ability
The UCombatAbility_Evade
ability supports evasive moves like dodges, sidesteps or rolls.
Directional Evade
If the property bHandleDirectionalEvades
is enabled, then the Ability will calculate the evade direction
based on the result of the CalculateDirectionalAngle
function.
Directional evade input
By default, the CalculateDirectionalAngle
will calculate the direction based on the current acceleration,
retrieved from the Avatar's UCharacterMovementComponent
.
When the directional setting is enabled, a property will be available to map certain angle ranges to a the proper Animation Montage section. In the following images, you can see how this configuration relates to the Animation Montage set to the ability.
Directional evade input
The preconfigured values will include all eight directions. You may need to adjust them to cover four directions only. You can also tweak the Angle Ranges to your liking.
The Animation Montage will contain one section for each direction, properly named to match the settings added to the Evade Ability.
Disconect the sections
Make sure to disconect your Montage Sections so they are not played sequentially!
Evade Effect
The Evading ability allows you to set an Evading Effect, which can serve to two main purposes:
- Allow you to query the system, looking for the
Evading
state tag, which determines the avatar is evading. - Applying an effect that cancels the Stamina Regeneration while the evading is happening.
Invincibility Frames
The Invulnerability
Notify State can be added to the Animation Montage. This will make the character
invulnerable for the duration of the state. During this time, the InvulnerabilityEffectClass
will be added
to the avatar and the Defense Manager Component will also react to this event.
For an in-depth guide of the damage system, visit the Damage and Mitigation page.