# Change Log

<details>

<summary>3/11/2026</summary>

* Fixed Foot IK

</details>

<details>

<summary>2/4/2026</summary>

* Fixed retain ammo reload
* Fixed projects bouncing/going through walls
* Fixed fist collision (broke it at some point)
* Fixed dodge roll rotating with camera (disabled it)
* Fixed radial damage from thrown grenade
* Fixed range ammo still showing if overlapped melee while rolling with range weapon
* Fixed grenade input not working while aiming
* Fixed damage application (it would sometimes apply damage more than once)
* Fixed alt grenade shortcut switch hand IK bug
* Fixed collisions from assassin/takedown
* Added takedown (assassination from front)
* Added logic to disable crouching during assassin/takedown
* Added logic to disable assassin/takedown during attack
* Removed need to feed inputs for direction

</details>

<details>

<summary>2/1/2026</summary>

* Cleaned up blueprints
* Simplified GASP integration
* Added dual sword weapon
* Added item pickup
* Added health pickup (basic barebones)
* Added crouch cover
* Added logic where reticle turns red if aiming at enemy

</details>

<details>

<summary>7/30/2025</summary>

> \[!TIP]\
> Added Sci-Fi Rifle\
> Added recharging ammo logic

* Fixed secondary input not working when out of ammo with ranged weapons
* Completely removed IK spheres (we use sockets now)
* Fixed image UI ammo index
* Updated cover logic to "set actor location" instead of "add movement input" in ABP

</details>

<details>

<summary>6/4/2025</summary>

* Fixed grenade bug when not having weapon equipped

</details>

<details>

<summary>5/15/2025</summary>

> \[!IMPORTANT]\
> Hand IK is moving to using weapon sockets instead of IK spheres

* Updated NPC Combat Component to automatically add assassination victim child actor
* Fixed parry (before if the player just held the block button during parry window, parry would perform. Now it will only perform on button press during window)
* Added logic so if wall blocked, you can still perform secondary input attacks (for pistol, rifle, if you can't shoot, you can still melee when in front of wall)
* Added array for "Unblockable Class" which, if damage causer has that weapon, it cannot be blocked (think guns, you can't block bullets)

</details>

<details>

<summary>5/12/2025</summary>

> \[!CAUTION]\
> `E_Status` has been renamed to `E_NPC_State`\
> `E_Attack_Player` has been renamed to `E_Attack`

* Fixed collision not reactivating on player when ending ragdoll (would not receive damage)
* Fixed dodge rolling when changed camera shoulder
* Fixed projectile logic so that if target locked and firing, will fire straight from weapon, not center of screen
* Fixed particle rotation on weapon impacts (they were always spawning in one direction, regardless of what angle the attacker was facing)
* Fixed shooting while NOT aiming for player & NPC to use rotation
* Fixed double impact fx spawn when shooting
* Added headshot multiplier
* Added explosive barrels
* Added logic for ai enemies to automatically stand up after ragdolling
* Fixed bug for sword & shield where sometimes it would not attach properly
* Fixed bug where dodge rolling could sometimes be spammed
* Fixed assassination animation for NPC

</details>

<details>

<summary>5/2/2025</summary>

* Added surface-based FX for weapon impacts
* Added logic to use montage slots
* Temporarily removed inertialization due to bad rotations when swapping shoulders with Sword & Shield
* Added 4 directional dodge rolling

</details>

<details>

<summary>4/25/2025</summary>

* Moved enums & structs into folder
* Added Target locking
* Added Aim assist
* Added range weapon recoil for bullet spread & ability to modify the camera location
* Added knife weapon
* Added input controls UI
* Assassinations (close & range)
* Smoothed out strafe jittering
* Cleaned up animations
* Cleaned up code substantially
* Cleaned up existing UI
* Fixed arrow resting on bow correctly
* Fixed issue where auto-fire would sometimes have random delays in repeated firing
* Fixed hand IK
* Fixed a lot of logic for GASP template
* Simplified animation blueprint
* Custom aim & hit icons per weapon

</details>

<details>

<summary>12/20/2024</summary>

* Fixed projectiles not spawning correctly when aiming to the sky
* Fixed combat component not working on AI
* Added enum to ANW Damage notify regarding damage overlaps
* Added "+100 Z axis" to grenade radial force location
* Moved "Apply Damage" nodes to end of logic stream
* Added "Damage Range" variable
* Fixed character stuck in T-pose in editor
* Made all demo weapons children of the same weapon within 📘 Blueprints folder

</details>

<details>

<summary>12/18/2024</summary>

* Fixed grenade explosion textures
* Fixed fist IK sphere's not attaching to both hands
* Fixed fist mirroring
* Fixed projectiles not going to center of screen
* Made BP\_Fist\_Demo a child of Fist weapon

</details>

<details>

<summary>12/9/2024</summary>

* Removed arm rotation which caused rifle & pistol rotate higher/lower than center of screen
* Cleaned up animations
* Began replication
* Replaced component based variables used within the animation graphs
* Updated unequipped sockets to be on spine\_01 so they rotate with player

</details>

<details>

<summary>10/23/2024</summary>

* Added logic for secondary attack input combos
* Added assassination logic
* Added animation priority bool
* Fixed bug where grenade wasn't doing damage
* Added additional death & ragdoll logic
* Added bow weapon
* Exposing strafe blendspace as a variable
* Added mirror underhand grenade animation
* Removed debug sphere that spawns when bullet hits surface
* Added weapon sockets for unequipped

</details>

<details>

<summary>9/26/2024</summary>

* Added camera type enum which allows you to have the default free camera settings or permanent strafing camera

</details>

<details>

<summary>9/4/2024</summary>

* Added basic controller inputs (missing some mechanics, will finish adding later due to additional logic needed)

</details>

<details>

<summary>9/3/2024</summary>

* Added delay to component begin play to get Game Animation Sample to work with switching characters
* Updated ALS weapons to exclude aim animations

</details>

<details>

<summary>8/30/2024</summary>

* Asset released

</details>


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