Unreal Engine 5.6 GAS Tutorial #24 (Sep 2025) – Katana Heavy Attack Replication




🎮 Unreal Engine 5 Tutorial – Replicating Heavy Attack with Gameplay Ability System (GAS) | Katana Combat Multiplayer

In this Unreal Engine 5 (UE5) tutorial, we will learn how to replicate heavy attacks in a multiplayer setting using the Gameplay Ability System (GAS). This step-by-step guide will walk you through the full process of setting up a charged heavy attack for a katana-based melee combat system, making sure it works seamlessly across clients and server.

Whether you’re building an action RPG, a katana combat system, or experimenting with multiplayer melee mechanics, this tutorial will help you understand not only how to implement heavy attacks, but also why each step is necessary.

🔥 Step-by-Step Implementation
Step 1 – Setting up Heavy Attack Charging

We begin by creating the functionality for press and hold heavy attack input.

When the player holds down the attack button, the katana begins to charge up, glowing to signal the build-up of energy.

⚡ Why: This creates clear player feedback and sets up the system for extra damage and delayed strike timing.

Step 2 – Replicating Heavy Attack Across Clients and Server

Initially, we noticed that heavy attack visuals worked on the server, but did not replicate properly on the client side.

To fix this, we created a replicated function (ApplyGameplayEffect) that runs on the server to apply gameplay effects to the character.

We also created a second event (ClearGameplayEffect) to remove effects when charging ends.

⚡ Why: In UE5 multiplayer, gameplay effects must be handled on the server to stay in sync across all instances.

Step 3 – Testing Replication

After setting up replication, we tested the system:

Holding heavy attack on the client now correctly replicates to the server and other clients.

Performing a heavy attack on the server also shows correctly across all clients.

⚡ Why: Proper replication ensures fair gameplay in multiplayer and prevents client-side cheating.

Step 4 – Adjusting Attack Timing for Heavy Attacks

By default, our katana attack animation had a fixed damage window (around 4 seconds).

However, heavy attacks require a longer wind-up before damage is applied.

We used the Ability System Component to check for a “Heavy Attack” tag.

If the tag is present, we increased the attack delay from 4 seconds to 6 seconds.
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⚡ Why: Heavy attacks should feel slower but more powerful, adding depth to combat.

Step 5 – Fixing Ability End Timing

The initial approach caused desynchronization, where the attack damage landed too early or late.

We fixed this by adding an additional delay node before ending the ability.

Now the attack damage, animation, and replication are all properly synchronized.

⚡ Why: Timing precision ensures the combat feels responsive and polished.

✅ Summary of the Process

Implemented press and hold heavy attack input for katana combat.

Created server-side replicated functions to handle gameplay effects.

Fixed replication so heavy attacks sync across clients and server.

Adjusted attack timing for heavy vs light attacks.

Fixed ability end timing to keep animation, effects, and damage aligned.

With this setup, your UE5 melee combat system now supports fully replicated charged heavy attacks in multiplayer.

🚀 Next Steps & Enhancements

Now that heavy attack replication is working, here are some possible upgrades:

Extra Damage Scaling → Increase katana damage when heavy attack connects.

Stamina Cost → Add stamina drain for charging and performing heavy attacks.

Sound Effects & VFX → Add charging sounds, katana whoosh effects, and hit sparks.

Camera Shake → Make heavy hits feel powerful with impact feedback.

AI Enemies → Teach AI to react differently to light vs heavy attacks.

Blocking & Parry System → Expand your melee combat with advanced mechanics.

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