1.2(2024.11.21)
BigChange
I have moved the code module "Generic Effects System" and "Generic Camera System" into my free plugin:Generic Game System(Free)
Combat System doesn't depend on these two modules at code level, And provided content will rely on these 2 modules, So make sure to install GenericGameSystem either from Fab or discord(If fab version is not up to date.).
Collision Trace System
New: CollisionTraceDefinition - The CollisionSystem component can be configured with default collision detection instances.
New: You can listen to changes in the activation state of any collision trace instance through the CollisionSystem: TraceInstanceStateChanged.
New: Create collision trace instances from collision trace definitions.
Improvement: Support for manual/automatic initialization of the collision system component.
Weapon System
New: Weapons support multiple collision trace instances bound to a single Mesh/Primitive, distinguished by SocketPrefix.
New: Weapon Hit supports playing ContextEffects for interaction with the physical environment.
Deprecated: The original configurations starting with Trace on weapons have been removed.
Change: OnTraceHit has been changed to OnAnyTraceHit. OnTraceStateChanged has been changed to OnAnyTraceStateChanged.
Targeting System
Change: TP_GCS_Trace_WeaponSockets can scan any object, not just pawns, allowing hits to the physical environment.
Bullet System
Fix: When bullets respawn from pool, ensure that the corresponding visual assets are properly reset.
Fix: Properly replicate hit events for clients.
Ability System
Improvement: Enhanced the logic for Dodge abilities, making manual correction of character orientation optional. Added more types of error checks.
Improvement: WeaponFire has been fixed in multiplayer mode to only spawn bullets on the server and use the correct Bullet LineTrace Task to obtain the target data.
Multiplayer System
Improvement: Improved the initialization logic of the CombatCore component to prevent errors in multiplayer scenarios.
Improvement: AbilityTask_CollisionTrace adds an optional bAdjustAnimTickOption. If checked, it temporarily sets the skeletal mesh anim tick mode to AlwaysTickPoseAndRefreshBones in Dedicated Server mode, ensuring that combat logic dependent on animations works correctly during melee-based combat.
Reference Content
Improvement: Adjusted the Motion Warping notification for free animations to allow changes to player input during attacks.
New: AirAttack supports combos.
Development Experience
New: Combat system project settings allow global disabling of faction checks for easier testing of friendly fire without adjusting team IDs individually.
New: GetMainCharacterMeshComponent allows querying the Mesh component without directly casting to the Character class.
