Players can now throw unarmed punches and raise a guard to absorb incoming damage. This adds a close-quarters defensive layer to combat — when a zombie gets inside your gun's effective range, you're no longer helpless.
Gunplay-only kits can feel one-dimensional in tight spaces. The punch/guard system gives players a risk-reward decision when ammo is scarce or enemies close the gap: do you burn a bullet, or take the risk of punching through? The guard adds depth by rewarding attentive players who react to incoming hits rather than simply tanking damage.
Guard Default Key: Right Click
Punch Default Key: Left Click
BP_Character_Master)| Property | Description |
|---|---|
Punch Damage |
How much damage each punch deals |
Punching Speed |
Playback rate of punch montages |
Guard Walk Speed |
Movement speed while guarding |
Guard Damage Threshold |
Maximum damage a guard can fully absorb |
Unarmed Punch Montages |
Map of punch animation montages for combo sequencing |
Players can now perform a cinematic paired-animation stealth kill on eligible enemies approached from behind, silently eliminating them without alerting nearby threats.
This action is performed with the Interact action (default key F).
Stealth is a highly requested pillar of survival/shooter games. This system opens up a completely new playstyle — players can now clear areas quietly without firing a single shot, making noise management and positioning meaningful gameplay decisions.
BP_Character_Master)| Property | Description |
|---|---|
Stealth Kill Montages |
Array of S_StealthKillPair structs, each holding an Attacker Montage and a Victim Montage — add entries here to support additional stealth kill animations |
Stealth Kill Range |
Max distance (cm) from which the kill can be initiated |
Stealth Kit Angle |
Tolerance angle for the behind-check |
BP_Character_Master and find the Stealth Kill Montages array.