u/RagnarMidzori

▲ 10 r/UnrealEngine5+1 crossposts

Advanced Combat R&D (Part 2.1) - Precision Hit Detection + Dynamic Reactions

If the contact isn’t real, the outcome shouldn’t be either.

Combat R&D for Adrayvia, focusing on accuracy and physical consistency in combat interactions.

This system removes “fake hits” by validating real contact:

- Accurate hit detection supporting glancing blows and near-misses

- Directional hit reactions based on impact angle and body region

- Combo system with varied attack chains (low/high, punches/kicks)

- Turn-in-place system for grounded orientation control

- Perfect parry example, where the same animation adapts via IK to meet the incoming attack

Even when using the same parry animation, outcomes change based on spatial context and timing.

Combines spatial hit validation, directional logic, and runtime IK to produce context-sensitive combat outcomes from shared animations.

in a previous post, someone mentioned the physics system in Adrayvia reminds them of Overgrowth (Steam). Good shout 👏.

Any other games come to mind? How strict do you prefer hit validation to be in combat systems?

u/RagnarMidzori — 11 hours ago
🔥 Hot ▲ 101 r/UnrealEngine5

Combat R&D - Dynamic Parry System (Animation + IK + Validation) In Unreal

Most parry systems are binary. This one asks why the parry should succeed.

Part of my combat R&D for Adrayvia - exploring how to bring film-style choreography into gameplay systems.

This prototype blends authored animation with real-time adaptation:

- Same parry animation can fail or succeed based on gameplay conditions with conditional branching between static animation and reactive IK states

- Validation checks include distance and facing angle tolerance

- On success, IK dynamically adjusts limb positioning using real-time IK targets driven by opponent limb positions to meet the incoming attack

- Head tracking and body response adapt to the attacker in real time

Result: a system where combat outcomes feel physically grounded, not just animation-driven.

Also includes:

- AI behavior (closing distance, combo attempts, target tracking)

- Damage feedback and SFX integration

Would you lean more toward full physics, or this kind of hybrid approach for combat systems? What are good examples of games that have expanded on this approach in your gameplay experience?

u/RagnarMidzori — 2 days ago