"7b46a695175d8694"{"id":"1001479","slug":"great-sword-animation-pack","title":"Great Sword Animation Pack","category":"Combat","engine":"5.0+","assetVersion":"","engineVersion":"Engine Version: 5.0+","tag":"Combat","accent":"blue","visual":"animation","summary":"Comprehensive motion library for action RPGs, featuring 55 attacks, 8-way locomotion, air combat, and UE4/UE5 mannequin retargeting workflows.","platform":"Unreal Engine","publishedAt":"2026-10-08T08:44:56.400Z","updatedAt":"2026-10-08T08:44:56.400Z","sourceNotes":[],"fileContents":[],"compatibility":["Unreal Engine","Engine Version: 5.0+"],"featuredImage":{"alt":"Great Sword Animation Pack","src":"/wp-content/uploads/published/2026/10/27022bc712a5-0acd319a-2fd6-4232-b54e-db2b7eec42f0-39d2008e3f.webp"},"hasDownloadLink":true,"downloads":0,"terms":[{"taxonomy":"category","slug":"combat","name":"Combat"}],"galleryImages":[{"src":"/wp-content/uploads/published/2026/10/98c77c471bd8-89863434-e9ee-427a-b1f3-1baa834e4979-a663370de1.webp","alt":"Great Sword Animation Pack"},{"src":"/wp-content/uploads/published/2026/10/9987c386a4e8-4575a91f-1352-4f65-ba99-cb53b80083f1-14355f3f87.webp","alt":"Great Sword Animation Pack"},{"src":"/wp-content/uploads/published/2026/10/38788c98ffd1-72de29a3-0192-4f3b-97ef-84be246646ca-c5c42918e3.webp","alt":"Great Sword Animation Pack"},{"src":"/wp-content/uploads/published/2026/10/7adef9f76ab9-8955a260-bb4d-4bf3-ba43-1d20ecddd029-18865f81f5.webp","alt":"Great Sword Animation Pack"},{"src":"/wp-content/uploads/published/2026/10/af2a318782e6-a50d8f28-7df7-4e9d-b441-260a1d47dbf1-3bb946b50c.webp","alt":"Great Sword Animation Pack"},{"src":"/wp-content/uploads/published/2026/10/6ca222f26d13-66da50dc-5d00-42d5-a848-6e0d2f5987f2-0e71eab272.webp","alt":"Great Sword Animation Pack"},{"src":"/wp-content/uploads/published/2026/10/607a5ca3221c-13d70350-cc06-49ef-8bf0-af5989ed4a88-c300041e9a.webp","alt":"Great Sword Animation Pack"},{"src":"/wp-content/uploads/published/2026/10/ab12e2163f70-8b6eb5aa-59d2-4943-ad10-91dc77fd574c-593ed6407e.webp","alt":"Great Sword Animation Pack"},{"src":"/wp-content/uploads/published/2026/10/ce97fee59acc-d13ddca0-ba6d-4c14-95a0-07cd23ce9508-c049729059.webp","alt":"Great Sword Animation Pack"},{"src":"/wp-content/uploads/published/2026/10/13107c1c615d-24d48d3c-dea1-4d1c-b243-e1f02645750f-eecdabf555.webp","alt":"Great Sword Animation Pack"}],"accessPanel":{"kind":"resource","title":"Download this resource","eyebrow":"Free Download","message":"Log in or create a free account to start your download.","fileName":"Content.7z","safetyNote":"Resources are manually reviewed before listing to improve quality and reduce obvious risks.","actionLabel":"Download Free","resourceType":"Resource archive"},"contentHtml":"\u003cp\u003eStaging deliberate, weighty fantasy melee combat requires an animation system that accounts for weapon mass at every stage of player movement. When a character wields a two-handed great sword, movement cannot instantly snap between standard exploration steps and high-impact swings without losing physical presence. The collection balances casual character movement with battle-ready stances, grounding high-fantasy combat design in a structured set of directional movement assets, varied attack chains, and multi-tier hit responses.\u003c/p\u003e \u003ch2\u003eAction RPG Locomotion and Directional Great Sword Movement\u003c/h2\u003e\n\u003cp\u003eGround mobility for a two-handed weapon character demands transitions between exploration states and guarded maneuvers. The pack accounts for this split through separate locomotion branches for casual and combat navigation, containing 92 walking variations and 84 running variations alongside 4 core idle cycles that bridge relaxed postures and weapon-drawn tension.\u003c/p\u003e \u003cp\u003eWalking is built across 8-way standard locomotion, 8-way combat strides, and 8-way guarded movement while holding a block. Drawing and sheathing animations are integrated into motion with specific walk-equip states, allowing characters to transition their weapon without freezing in place. Running mechanics follow an identical multi-directional framework, providing 8-way standard runs, 8-way combat runs, and run-equip blending. Eleven discrete running speeds are included to facilitate smooth blend spaces across varied sprint thresholds, movement debuffs, or gradual acceleration curves.\u003c/p\u003e \u003cp\u003eDirectional adjustments incorporate 12 turn variations designed to eliminate robotic snapping when altering course. These include 90-degree and 180-degree pivots to the left and right in neutral locomotion, mirrored across combat postures. A specialized 180-degree block turn handles immediate directional pivots while maintaining weapon guard, anchoring character inertia during defensive exchanges. Vertical traversal is handled by 22 jump variations organized across 4 distinct directions to match jumping momentum with input travel.\u003c/p\u003e \u003ch2\u003eGreat Sword Attack Combos, Aerial Strikes, and Finisher Moves\u003c/h2\u003e\n\u003cp\u003eOffensive gameplay is driven by a library of 55 attack animations constructed for both ground encounters and three-dimensional aerial combat. The primary ground offense centers on 4 multi-step attack combos that form the baseline swing choreography for the heavy blade. These sequences are complemented by 3 upward attacks, 2 dedicated running attacks for charging engagements, and 2 buff cast motions that serve as skill activations or weapon enchantments.\u003c/p\u003e \u003cp\u003eAerial combat features distinct altitude stages and spatial maneuvers. Rather than relying solely on simple jumping downward swings, the collection provides dedicated dash air attacks, an aerial attack combo string, and 3 air-to-floor impact drops that drive the character straight into the ground. Horizontal area control is handled by 2 tornado spin attacks, allowing encounters to feature expansive sweeps against groups of surrounding enemies.\u003c/p\u003e \u003cp\u003eCounter-play and conclusion mechanics rely on dedicated reactive frames. A parry counter attack supplies the necessary follow-up window after successfully deflecting an incoming strike. When an adversary is incapacitated, 3 execution animations deliver distinct cinematic finishing strikes, giving heavy weapon combat the finality typical of modern fantasy action RPG encounters.\u003c/p\u003e \u003ch2\u003eHit Reactions, Stagger States, and Defensive Evasions\u003c/h2\u003e\n\u003cp\u003eA combat system feels responsive only when both offense and defense reflect appropriate force. Defensive mechanics feature 50 distinct dodge animations and 34 roll animations, ensuring players have reliable defensive options regardless of current movement momentum. Dodging is structured across 8 standard ground directions, 8 aerial directions for mid-air evasion, and 8 smooth transitions that branch straight from an evasive hop directly into a run. Rolling options parallel this flexibility with 8-way ground rolls and 8-way roll-to-run links to prevent awkward pauses after rolling.\u003c/p\u003e \u003cp\u003eDamage reception is addressed by 49 hit-reaction clips covering different layers of impact intensity:\u003c/p\u003e\n\u003cul\u003e \u003cli\u003eStandard hits and combat-stance flinches for minor damage interruptions\u003c/li\u003e \u003cli\u003eAirborne hit reactions and combat air hits for handling aerial juggling mechanics\u003c/li\u003e \u003cli\u003eHeavy stagger hits in both neutral and combat stances when absorbing high-impact strikes\u003c/li\u003e \u003cli\u003eAir-to-floor slam reactions, including combat variations that drive airborne characters back into the terrain\u003c/li\u003e \u003cli\u003eKnockdown states, guarded block flinches, combat-specific knockdowns, and grounded get-up animations\u003c/li\u003e\n\u003c/ul\u003e \u003cp\u003eSeparating standard impacts from large-impact and air-to-floor slams makes it practical to construct layered poise systems, where enemy heavy attacks trigger distinct knockdowns while lighter swings only trigger minor flinches.\u003c/p\u003e \u003ch2\u003eRetargeting Across UE4 Mannequin and UE5 Manny\u003c/h2\u003e\n\u003cp\u003eProject integration is structured through demonstrations supporting both the standard UE4 mannequin skeleton and the UE5 Manny skeleton. Moving heavy weapon animations between skeletal iterations frequently introduces socket misalignments, wrist twists, or blade displacement due to proportional differences between generation rigs. Using specialized retargeting workflows and weapon correction plugins solves these root and socket offsets, preserving two-handed grip points across both mannequin standards.\u003c/p\u003e \u003cp\u003eBecause the set is built for action RPG architectures, blending these directional locomotion trees with root-motion or in-place attacks enables developers to assemble robust state machines. Whether configured for high-speed fantasy skirmishes or deliberate, stamina-gated combat encounters, the animation data provides the structural frames required for a complete great sword character profile.\u003c/p\u003e\n\n\u003ch2\u003eContinue Browsing Similar Packs\u003c/h2\u003e\n\u003cul\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/dual-sword-animation-pack/\" title=\"Dual Sword Animation Pack\"\u003eDual Sword Animation Pack\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/powerful-fighter-pack-can-be-used-with-my-sword-pack/\" title=\"Powerful Fighter Pack(Can be used with my Sword Pack)\"\u003ePowerful Fighter Pack(Can be used with my Sword Pack)\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/260-sword-and-shield-mocap-animations/\" title=\"260 Sword and Shield Mocap Animations\"\u003e260 Sword and Shield Mocap Animations\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/essential-great-sword-animation-pack/\" title=\"Essential Great Sword Animation Pack\"\u003eEssential Great Sword Animation Pack\u003c/a\u003e\u003c/li\u003e\n\u003cli\u003e\u003ca href=\"https://3dcghub.com/goblin-sword-shield-animset/\" title=\"Goblin Sword Shield AnimSet\"\u003eGoblin Sword Shield AnimSet\u003c/a\u003e\u003c/li\u003e\n\u003c/ul\u003e","contentTextLength":6028,"navigation":{"current":68,"total":3481,"previous":{"id":"1001480","slug":"industrial-factory-factory-warehouse-industrial-factory-modular-factory","title":"Industrial Factory (Factory, Warehouse, Industrial Factory, Modular Factory)","category":"Industrial","platform":"Unreal Engine","updatedAt":"2026-10-08T08:48:14.024Z"},"next":{"id":"1001478","slug":"dual-sword-animation-pack","title":"Dual Sword Animation Pack","category":"Combat","platform":"Unreal Engine","updatedAt":"2026-10-08T08:41:55.140Z"}},"relatedResources":[{"id":"1001478","slug":"dual-sword-animation-pack","title":"Dual Sword Animation Pack","category":"Combat","engine":"5.3+","assetVersion":"","engineVersion":"Engine Version: 5.3+","tag":"Combat","accent":"blue","visual":"animation","summary":"Explore the Dual Sword Animation Pack for action RPGs, featuring 8-way locomotion, aerial combos, parries, hit reactions, and UE4/UE5 mannequin rigs.","platform":"Unreal Engine","publishedAt":"2026-10-08T08:41:55.140Z","updatedAt":"2026-10-08T08:41:55.140Z","sourceNotes":[],"fileContents":[],"compatibility":["Unreal Engine","Engine Version: 5.3+"],"featuredImage":{"alt":"Dual Sword Animation Pack","src":"/wp-content/uploads/published/2026/10/57a5ba9b1b93-9b233701-f7c7-454c-93b9-6d1939fef562-f18da88fd6.webp"},"hasDownloadLink":true,"downloads":1},{"id":"1000869","slug":"powerful-fighter-pack-can-be-used-with-my-sword-pack","title":"Powerful Fighter Pack(Can be used with my Sword Pack)","category":"Combat","engine":"5.0+","assetVersion":"","engineVersion":"Engine Version: 5.0+","tag":"Combat","accent":"blue","visual":"mech","summary":"445-key RPG fighter animation pack covering movement, combat, crouch, dodge, jump, damage, knockdown, with Sword Pack compatibility and UE 5.4 support.","platform":"Unreal Engine","publishedAt":"2026-08-05T06:58:01.030Z","updatedAt":"2026-08-05T06:58:01.030Z","sourceNotes":[],"fileContents":[],"compatibility":["Unreal Engine","Engine Version: 5.0+"],"featuredImage":{"alt":"Powerful Fighter Pack(Can be used with my Sword Pack)","src":"/wp-content/uploads/published/2026/08/a59af4b94c6f-5201dd9d-fc79-4538-8313-a721c5b63224-09090332c0.webp"},"hasDownloadLink":true,"downloads":3},{"id":"5599","slug":"combat-master-combat-anims-bundle","title":"Combat Master Combat Anims Bundle","category":"Combat","engine":"5.1+","assetVersion":"Engine version: 5.1+","engineVersion":"5.1","tag":"Combat","accent":"blue","visual":"animation","summary":"Upgrade your game with over 600 high-quality combat animations. 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Combat
Great Sword Animation Pack
Comprehensive motion library for action RPGs, featuring 55 attacks, 8-way locomotion, air combat, and UE4/UE5 mannequin retargeting workflows.
Category:Unreal Engine,CombatPlatform: Unreal EngineEngine Version: 5.0+Published: Oct 8, 2026
Combat
Resource overview
Staging deliberate, weighty fantasy melee combat requires an animation system that accounts for weapon mass at every stage of player movement. When a character wields a two-handed great sword, movement cannot instantly snap between standard exploration steps and high-impact swings without losing physical presence. The collection balances casual character movement with battle-ready stances, grounding high-fantasy combat design in a structured set of directional movement assets, varied attack chains, and multi-tier hit responses.
Action RPG Locomotion and Directional Great Sword Movement
Ground mobility for a two-handed weapon character demands transitions between exploration states and guarded maneuvers. The pack accounts for this split through separate locomotion branches for casual and combat navigation, containing 92 walking variations and 84 running variations alongside 4 core idle cycles that bridge relaxed postures and weapon-drawn tension.
Walking is built across 8-way standard locomotion, 8-way combat strides, and 8-way guarded movement while holding a block. Drawing and sheathing animations are integrated into motion with specific walk-equip states, allowing characters to transition their weapon without freezing in place. Running mechanics follow an identical multi-directional framework, providing 8-way standard runs, 8-way combat runs, and run-equip blending. Eleven discrete running speeds are included to facilitate smooth blend spaces across varied sprint thresholds, movement debuffs, or gradual acceleration curves.
Directional adjustments incorporate 12 turn variations designed to eliminate robotic snapping when altering course. These include 90-degree and 180-degree pivots to the left and right in neutral locomotion, mirrored across combat postures. A specialized 180-degree block turn handles immediate directional pivots while maintaining weapon guard, anchoring character inertia during defensive exchanges. Vertical traversal is handled by 22 jump variations organized across 4 distinct directions to match jumping momentum with input travel.
Great Sword Attack Combos, Aerial Strikes, and Finisher Moves
Offensive gameplay is driven by a library of 55 attack animations constructed for both ground encounters and three-dimensional aerial combat. The primary ground offense centers on 4 multi-step attack combos that form the baseline swing choreography for the heavy blade. These sequences are complemented by 3 upward attacks, 2 dedicated running attacks for charging engagements, and 2 buff cast motions that serve as skill activations or weapon enchantments.
Aerial combat features distinct altitude stages and spatial maneuvers. Rather than relying solely on simple jumping downward swings, the collection provides dedicated dash air attacks, an aerial attack combo string, and 3 air-to-floor impact drops that drive the character straight into the ground. Horizontal area control is handled by 2 tornado spin attacks, allowing encounters to feature expansive sweeps against groups of surrounding enemies.
Counter-play and conclusion mechanics rely on dedicated reactive frames. A parry counter attack supplies the necessary follow-up window after successfully deflecting an incoming strike. When an adversary is incapacitated, 3 execution animations deliver distinct cinematic finishing strikes, giving heavy weapon combat the finality typical of modern fantasy action RPG encounters.
Hit Reactions, Stagger States, and Defensive Evasions
A combat system feels responsive only when both offense and defense reflect appropriate force. Defensive mechanics feature 50 distinct dodge animations and 34 roll animations, ensuring players have reliable defensive options regardless of current movement momentum. Dodging is structured across 8 standard ground directions, 8 aerial directions for mid-air evasion, and 8 smooth transitions that branch straight from an evasive hop directly into a run. Rolling options parallel this flexibility with 8-way ground rolls and 8-way roll-to-run links to prevent awkward pauses after rolling.
Damage reception is addressed by 49 hit-reaction clips covering different layers of impact intensity:
Standard hits and combat-stance flinches for minor damage interruptions
Airborne hit reactions and combat air hits for handling aerial juggling mechanics
Heavy stagger hits in both neutral and combat stances when absorbing high-impact strikes
Air-to-floor slam reactions, including combat variations that drive airborne characters back into the terrain
Separating standard impacts from large-impact and air-to-floor slams makes it practical to construct layered poise systems, where enemy heavy attacks trigger distinct knockdowns while lighter swings only trigger minor flinches.
Retargeting Across UE4 Mannequin and UE5 Manny
Project integration is structured through demonstrations supporting both the standard UE4 mannequin skeleton and the UE5 Manny skeleton. Moving heavy weapon animations between skeletal iterations frequently introduces socket misalignments, wrist twists, or blade displacement due to proportional differences between generation rigs. Using specialized retargeting workflows and weapon correction plugins solves these root and socket offsets, preserving two-handed grip points across both mannequin standards.
Because the set is built for action RPG architectures, blending these directional locomotion trees with root-motion or in-place attacks enables developers to assemble robust state machines. Whether configured for high-speed fantasy skirmishes or deliberate, stamina-gated combat encounters, the animation data provides the structural frames required for a complete great sword character profile.