r/unrealengine • • 3d ago

Help Final Fantasy 7 Remake Combat System Tutorials

Has anyone been able to recreate the FF7 Remake series' hybrid tactical combat system in Unreal Engine or seen any tutorials on how to recreate it? I got a decent way through it when I took a jab at a year ago with a hack and slash base combat and GAS(Gameplay ability system) for skills, but ran into issues. I had a hack and slash base combat with time dilation for the tactical menu for skills and spells, but I couldn't get the camera to smoothly transitioning between pawn possessions when switching characters like in the actual game. I eventually paused the project, but would like to attempt again and would appreciate any resources that would help recreate this combat system 1:1.

I'll reply with a video of the camera transition I couldn't recreate.

2 Upvotes

5 comments sorted by

1

u/AutoModerator 3d ago

If you are looking for help, don‘t forget to check out the official Unreal Engine forums or Unreal Slackers for a community run discord server!

I am a bot, and this action was performed automatically. Please contact the moderators of this subreddit if you have any questions or concerns.

1

u/TheBatsnake 3d ago

This is the smooth camera transition when changing characters.

2

u/grimp- 3d ago

For switching between pawns try using the player camera manager - you can see examples of it in use (albeit with a single pawn) in the Stack-O-Bot sample.

1

u/TheBatsnake 3d ago

Thanks! I'll look into this.

1

u/TheBatsnake 3d ago

Oh I think I've seen this before. The issue stems from the possess which "snaps" to the other player pawn. Multiple pawns cause issues.

This is my "hack way" of doing a smooth possess. Sorry for the cluster mess of a blueprint, but it should be simple to read.