Added sword slash decals, took a bit to figure those out but managed to do it, basically just do a normal bullet hole decal, line trace, get the rotation of the sword mesh and voilĂ , new font, and the player and sword model's changed a bit, some changes to the slash VFX, also added more animations to slashing.

Next up
33: The return of the Martyr pistol, added weapon switching(Z), added aiming and a rangefinder(RMB), changed the 'sword' keybind to (F) and the 'dodge' keybind to (ALT).
30: Sword attack, berserk acceleration, changed some models, and montage I-Frames.
38: Added a new enemy type, finally made it so enemies can still chase you even if you're not touching the ground, some VFX changes, some more pending changes, working on creating a hub area where you can interact with NPCs.
Quick peek at my loot to equip flow. Open chest, grab gear, drop it straight into your hands. Still early, but the core is solid and works with both controller and KBM. More polish coming soon.
Beta 3.0 released, added Dodge, Wall jump, added Saving(Beta), Fixed the Ingame Options Menu, can't add a video sadly, my internet decided it's not gonna work for anything higher than 0.3kb today.
Light work today on combining a piece of data and a checkbox. Unreal can't do this through C++ templates so I had to manually make a variant for each data type. Made it for several universal Blueprint data types.
35: Tested making a physical HUD, all I had to do was put a Widget in a spring arm and put it slightly in front of the camera.
37: Newest version released.
Living room test
Beta 04 released.













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