Soulslike Framework Docs
  • Welcome to Soulslike Framework!
  • Framework Overview
    • About the Framework
    • Features & Systems
    • Before Purchasing
    • Personal Assistance
  • Getting Started
    • Setting up Animations
      • Setup Locomotion Blendspaces
      • Setup Custom Montages
    • Using the Utility Tools
      • Easy Setup Tool
      • Asset Creators
      • Asset Browsers
    • Actor Tags
    • Finding References
  • Workflow
    • Using a Custom Character
    • Creating & Editing Actions
    • Creating & Editing Stats/Attributes
    • Creating & Editing Status Effects
    • Creating & Editing Buffs
    • Creating & Editing Items
      • Creating & Editing Weapons
    • Creating an Enemy
    • Creating Cinematics
  • Animation Notifies
    • Damaging & Combo's
      • Register Attack Notify
      • Weapon Trace Notify
        • AI Weapon Trace Notify
      • Fist Trace Notify
        • AI Fist Trace Notify
      • Area of Effect Damage Notify
      • Spawn Projectile Notify
        • AI Spawn Projectile Notify
    • Defensive
      • Try Guard Notify
      • Hyper Armor Notify
      • Invincibility Frame Notify
    • Feedback
      • Weapon Trail Notify
        • AI Weapon Trail Notify
      • Camera Shake Notify
        • World Camera Shake Notify
      • Launch Field Notify
      • Chaos Field Notify
      • Footstep Notify
    • Miscellaneous
      • Input Buffer Notify
      • Interrupt Montage Notify
      • Camera Sequence Notify
      • Set Movement Mode Notify
      • AI State Notify
      • AI Rotate Towards Target Notify
      • Adjust Stat Notify
  • Components / Managers
    • Player Specific Components
      • Input Buffer
      • Action Manager
      • Combat Manager
      • Interaction Manager
      • Inventory Manager
      • Equipment Manager
      • Ladder Manager
      • Progress Manager
      • Save/Load Manager
      • Radar & Radar Element Components
      • Central Debug Component
    • Shared Components
      • Stat/Attribute Manager
      • Status Effect Manager
      • Weapon Collision Manager
      • Buff Manager
      • Loot Drop Manager
    • AI-Only Components
      • AI Interaction Manager
      • AI Behavior Manager
      • AI Combat Manager
      • AI Boss Manager
  • Extending Functionality
    • Using Motion Warping
    • Custom Saving/Loading
    • Adding New Settings
    • Extending Weapon Animsets
    • Weapon Specific Impact Sounds
    • Resetting Enemies After Resting
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On this page
  • 1. Extending the Primary Animset Asset
  • 2. Adjusting the Soulslike Weapon Animset Creator Utility Tool
  • 3. Creating the Relevant Montage
  • 4. Creating the Relevant Action
  • 5. Using the new Action

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  1. Extending Functionality

Extending Weapon Animsets

PreviousAdding New SettingsNextWeapon Specific Impact Sounds

Last updated 3 months ago

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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:

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):

4. Creating the Relevant Action

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

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:

You can

You can

refer to this category for more information related to creating montages/using notifies.
refer to this category for more information on creating Actions.
The event is used ONLY for the Utility editor tool EUW_WeaponAnimsetCreator