Extending Weapon Animsets

1. Extending the Primary Animset Asset

Open the PDA_WeaponAnimset primary data asset. Add a new property of type Anim Montage (Soft Reference). Connect it to Event SetupAnimData:

The event is used ONLY for the Utility editor tool EUW_WeaponAnimsetCreator

2. Adjusting the Soulslike Weapon Animset Creator Utility Tool

Head inside EUW_WeaponAnimsetCreator located in /SoulslikeFramework/_Utility/Creators. Promote the new pin that we've created inside the primary asset into a variable:

Add a new Single Property View component to the vertical box inside the Editor Utility Widget. Give it an appropriate name, and fill in the Property Name field with the new variable we've created inside EUW_WeaponAnimsetCreator:

Finally, ensure that this new Single Property View is initialized on Event PreConstruct:

3. Creating the Relevant Montage

Create your montage. Ensure that is a Root Motion animation (highly preferred for combat):

You can refer to this category for more information related to creating montages/using notifies.

4. Creating the Relevant Action

Create your action. This is a simple example for a Sprint Attack action:

You can refer to this category for more information on creating Actions.

5. Using the new Action

Adjust the logic where you want to implement the new attack. For e.g, if we want our Sprint Attack to work with the Right hand light attack, we can adjust the event for IA_RightHandAttack (inside B_Soulslike_Character) and add a simple condition like this:

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