Welcome to the Pro Networked Combat System Tutorials. Here you will find all tutorials associated with the Pro Networked Combat System (PNCS) Plugin for UE4
Pro Combat System Version 1.0
The 1.0 version of the plugin is built for Unreal Engine 4.25 and 4.26. This section will guide you through the design and setup of a Simple Combat System that we will implement using the plugin.
Before jumping into it I suggest looking at the additional resources as well as the design of this Demo Combat System.
Overview and Design
If this is your first time here I suggest looking at the Overview and Design. Here you will learn about the tutorial series as well as the combat system design we will be implementing.
There are a few additional resources you gain access to upon owning the Pro Networked Combat System. These resources include additional documentation, Discord Server, and Downloadable Content. This article describes briefly how to access them.
The tutorials for the PNCS are in order starting from Intro and ending with Animation Overview.
Intro and Setup
Begin with this Intro tutorial that will setup the foundation of a combat system. We go over the design of our simple combat system and begin to implement a few key parts that will form the core of our combat system. At the end of this tutorial you will not have a working combat system, but will have the foundation required for the next two tutorials. "Weapon Manager" and "Action Manager".
This tutorial picks up from the "Intro" tutorial and goes over the usage of the Weapon Manager. It builds off of what we did in the first tutorial "Intro" so you will need to have that completed. You will learn what the Weapon Manager is, what it can do, and what it does not do. At the end of this tutorial you will have a working combat system, though it will be limited in it's capabilities, it sets up the next tutorial and shows why you may want to use or need the "Action Manager" component. You can skip this tutorial but there is valuable information to be gleamed by completing it at least once.
This tutorial goes over the Action Manager component of the combat system and also picks up from the Intro tutorial. You do not need to have done the "Weapon Manager" tutorial to follow this one. You will learn what the Action Manager is and why it is a powerful utility in networked games. At the end of this tutorial you will have a working combat system you can use for any game. This tutorial is also used as a basis for all further tutorials.
Weapon Data & Pickups
This tutorial is not mandatory but is highly informative. It will guide you through one method of setting up your weapons and equipping them through a pickup mechanic. Your combat design may require other methods such as an inventory and equipment system, but you will still learn the basic methods of adding weapons to your character. At the end of this tutorial you will have a very simple pickup object that your character can run over and pickup a new weapon type for. This tutorial can be used with either the "Weapon Manager" or the "Action Manager" tutorials.
This tutorial will go over how to setup and leverage Projectiles within the combat system. This tutorial builds off the "Action Manager" tutorial and shows how to add a special action specifically for ranged attacks. At the end of this tutorial you will have a working bow weapon that can be used for any single trigger weapon such as a sling or a gun and the foundation for automatic weapons such as machine guns.
This tutorial will go over how to setup and use the precision damage system of the combat system. This tutorial builds off of the "Projectiles" tutorial but you can also use the "Action Manager" tutorial instead, just swap the base classes. At the end of this tutorial we will have a working weapon system that leverages precision traces based on the animation of attacks.
Precision Damage (Coming Soon)
This tutorial will go over some of the animation requirements and methods of setting up animations for the combat system.