Document Overview

This document describes how to integrate the Handy Combat System combat plugin with the ALS (Advanced Locomotion System) movement framework. Full compatibility is achieved for ALS characters with light/heavy attacks, hit reactions, stuns, target locking, combat movement restrictions and the complete set of combat logic.

Prerequisites

  1. The project has ALS plugin / ALS character blueprints properly set up.
  2. The project has Handy Combat System Ver.1.2 or later installed.
  3. The project has Handy Action Base installed.

1. Modify ALS_Base_CharacterBP

Locate and open ALS_Base_CharacterBP within the ALS content folder:

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1.1 Interface Implementation

The ALS character blueprint must implement the BPI_Combat general combat interface to receive all combat callbacks. Workflow:

  1. Open ALS_Base_CharacterBP
  2. Navigate to Class Settings → Implemented Interfaces and add BPI_Combat. Refer to Section 4.1 "Interface Implementation" in the main manual Ver.1.1 for full details.

1.2 Secondary Skeleton Setup

Find the Event On Begin Play event. Call the SetSecondarySkeletalMesh function inside the BPC_Handy Combat System component, and connect the character’s secondary skeletal mesh pin to the SecondarySkeletalMesh parameter.

Refer to the tutorial included with the Handy Action Base plugin for secondary skeleton creation. This step is mandatory if your project uses a secondary skeleton to retarget animations from the main skeleton. It drives the secondary skeleton to synchronize animations during states such as death, and fixes IK behaviour on the secondary skeleton.

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1.3 Interface Event: Hit Reactions