Recreating Hades Dash in Unreal Engine 5 | Games Dissected



In this part of the “Games Dissected” series, I will be breaking down the “Dash” ability from Hades and recreating it in Unreal Engine 5.

“Games Dissected” is a series where I explain the details of how popular game mechanics work and show you how to recreate them for your own games.

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Chapters:
00:00 Intro
00:40 Explaining The Dash
01:57 Setting the Stage
02:27 Dash First Iteration (Teleport)
03:42 Dash Second Iteration (Moving over time)
06:20 Customizable Dash Speed/Duration & Distance
08:10 Dash Path Calculation (Very Important!)
17:47 Testing The Dash Path Calculation
19:15 Input Based Direction
21:33 Chaining Multiple Dashes in a Row
23:29 Dash Cooldown
25:21 Polishing & Cleanup
27:38 Hades Dash vs Our Dash (side by side)
28:15 DON’T WATCH THIS SECTION

Assets Used:
Dash From Lyra (AM_MM_Dash_Forward): https://www.unrealengine.com/marketplace/en-US/product/lyra
Teleport VFX (P_FengMao_TeleportStart_Green): https://www.unrealengine.com/marketplace/en-US/product/paragon-feng-mao
Trail VFX (P_Gideon_Meteor_Trail_Green): https://www.unrealengine.com/marketplace/en-US/product/paragon-gideon

#hades #dash #unrealengine5 #tutorial #gaming #unrealengine #ue5 #gamedev #indiegame #indiegamedevelopment #gamemechanics #supergiantgames #gamesdissected #rougelike #rougelite

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50 thoughts on “Recreating Hades Dash in Unreal Engine 5 | Games Dissected”

  1. Awesome tut as always. Would it be possible to cover stun charm and fear status effects please? Specifically abilities that the player can use and can also be applied to the player? I've been searching everywhere to no success. To clarify Charm would be forcing the affected character towards the caster, Fear would make the character move away in random directions from the caster and stun would lock the player's ability to do anyhing for a duration of time. I'm sure this is obvious to intermediate users but I'm really new to unreal

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  2. This is really well explained! I haven't used Unreal much yet, but I'll be doing a course in a couple of months and would like to make a 2.5D game for it, and this makes it look achievable and exciting!

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  3. I have not seen any videos about this topic, but is there a way to make an auto-lock system where the character looks at an enemy, and if the enemy is behind the player, the player rotates to face the enemy?

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  4. You are the GOAT 🙏

    How do you also organize multiple behavior or abilities, as we see just the dash has many functions and variables to account for. Managing multiple abilities in single event graph will be a lot to manage. We can move to actor component system, but we don't get the timeline feature which adds life into movement. It would be really great if you share how to manage multiple logic/behavior to be scalable.

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  5. SORRY THE OFFTOPIC . So… Im making it short for not taking much of your time.. I have an issue with AI hearing, they hear my gunshot through 2 meters thick walls, the only way to add attenuation on sound i with Play Sound , but AI dont sense "Play Sound" only "Make Noise" and it doesnt have any attenuation settings… Some Solutions?

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  6. Awesome tutorial! Learned a lot from this video. Asking just out of curiosity, what difference would it make on performance if we create this logic with C++?
    Thanks for sharing your knowledge Ali 🙏

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  7. It really shows you have teaching experience.
    I do wonder though, what if I use the dash on a map with a bumpy or angled floor? Is there some tolerance to the capsule trace that will allow me do dash uphill, or will small floor bumps stop the dash?

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  8. I am brand new to this sort of stuff (we originally planned on making our game in minecraft with loads of commands and mod packs but we got fed up with the limitations) will this dash also work with the normal 3rd person mode?

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  9. God of War's Camera. The way that camera switches from gameplay to cinematic is insane. It literally changes storytelling.
    I don't know how easy or hard it'll be to recreate but I can't wait to see you try and dissect it at least.

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  10. Currently, the logic allows the character to dash through any obstacles as long as the character capsule can reach the final location. Is it possible to modify this so that even if the final location is accessible, the dash will stop at the obstacle instead of passing through it?

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  11. Thanks for the great tutorial.

    Maybe some of you might find this helpful those are the issues that I waste time trying to solve, maybe it will helps you.
    Make sure that you divide the distance to the capsule diameter and not the other way around or else your number of capsule will always be 0 and it won t work.
    -make sure to use play from start on timeline and not the start. It took me a while to find that if you are using start it will only play once

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  12. Hey, great freaking video! Can't wait for the next episode! Personally, I would to see you recreating an ability from Valorant – Skye's Bird flash. On the other hand, I think recreating something like Malenia's "Waterfowl Dance" would be really good for your channel in terms of views.

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  13. You have instantly become my favorite Unreal Engine youtuber. The explanation, the depth, the care to do it right. Everything about your videos are always on point and have helped me be a better developer myself. I appreciate you!

    Reply
  14. I've copied the functions for dash path calculation but whenever I dash the character stops moving and dash doesn't work, in fact the character doesn't even dash when I press space

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  15. ty for u make tutorial about how to know this mechanics and make this all really ty for this steps how to understand mechanics i think dash is just dash what else u tell this 🙂

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