Grapple Component
The Grapple Component is used to create sequences where different characters are interacting. These interactions can assume any form, for example throws, finishing moves, revive animations or other cinematic sequences. During these interactions, characters play synchronized animations and provide other player feedback. Grapple Sequences can also influence gameplay, for example by repositioning characters, changing movement capabilities or applying damage.
The Grapple Component supports multiplayer projects. It is built entirely in Blueprint and provides a high amount of customizability to users.
The Grapple Component is built entirely in Blueprint, and provides a high amount of customizability for users.
Features:
• Management of Participants in the Grapple Sequence
• Synchronized Animation
• Sequence Camera (cinematic camera during Grapple Sequence)
• User Commands (processing Input through the Grapple Component)
• Queued Events
• Animation Matching (adapting animations to skeletal meshes with different proportions, currently only supported for skeletal meshes using UE4_Mannequin_Skeleton)
• Repositioning (gradually changing transformation on Characters)
• Generating and Synchronizing Blendspace Coordinates
• Applying Damage
• Pushing / Launching Characters
• Replication (Networking / Multiplayer Support)
The Grapple Component was developed by Jonathan Van Damme. Its creation was made possible by:
- Unreal Engine – The framework in which the project was created.
- Jim Kroovy (Youtube / Patreon) – Creator of animation assets ThirdPerson_Basic_Kick_Push_L and ThirdPerson_Basic_Kick_Turning360_L (used in the content examples).
- Mr Mannequins Tools by Jim Kroovy – Mr Mannequins Tools is a Blender add-on that exports animations and weighted meshes that are directly compatible with the third person mannequin that is available in Unreal Engine's Third Person Template, without re-targeting anything in Unreal Engine.
Advanced tools for creating interaction between Characters.