amazing, very knowledgable and everything has worked out great so far, besides my first animation repeats more than the second, which im assuming its because i dont have enough animations? but will back track to see what all im missing. other than that, im using a whole free animation pack for now and lining up everything youve said with is and its going pretty good, thank you=D
Please I am really needs your help. If you making this tutorial I will so grateful for you and supported you! Please.. You can make a tutorial about a character from the ground picking up some weapons and using them. Different weapons sword, pistol and axe. And each weapon will have its own animation without the inventory system, but each weapon will be activated with buttons. For example the Q button of the gun and the R button of the ax and the T button of the Hammer to attack. Like in Bloodborne, dmc and dark souls
fom my limited knowledge the Cast To function is computational expensive, is there an alternative way other than calling it every frame for character blueprint's hit trace?
The attack sphere is going down side when i added select to the get socket location. help !!! ( its going well for first animation but for second animation it is not working properly)
Amazing tutorial, very informative and brief! However I did have a question. If I wanted my hit detection spheres to be from a different bone each time it is casted (in this case, in melee combo with both fists and the feet) would I have to make a separate NotifyState for each animation? or is there a way I could have the hit detect function itself check which animation is being played in the array?
Yes you can! you can use a select node for both the start and end locations of the trace or use a branch to a different trace based on your condition! Glad you enjoyed my tutorial and thanks for the support
This doesnt work with an NPC with its own blueprint and not sharing the third person blueprint with player though. Which makes it pretty much useless. The 'destroy actor' works, but the hit reaction doesn't.
Gread video. Question. How can I know who does the damage? Like I have 2 enemies. One hit for 30, one for 50. How can I know who is hitting me to calculate the damage?
There's just one issue that I am having, when enacting my first attack, my character flies forward, making it hard to even hit the other model in the first place. Any and all advice would be appreciated.
Hey ! I can´t get that working with Anim-Graph. You use montages, but I use anim-sequence and set bool to true for anim graph. The animation is to slow then for that tracing.
I am so glad i found this channel and vid. Pls keep posting!!!❤
YESSS the video i've been waiting for :)
cant wait to go through it. You're the best Astrum
This series is Gold. Thank you sir
This approach is more suitable for skill attacks or area attacks
love your tutorials man! Keep it up!
amazing, very knowledgable and everything has worked out great so far, besides my first animation repeats more than the second, which im assuming its because i dont have enough animations? but will back track to see what all im missing. other than that, im using a whole free animation pack for now and lining up everything youve said with is and its going pretty good, thank you=D
Very nice tutorial!
Glad you liked it!
Please I am really needs your help. If you making this tutorial I will so grateful for you and supported you! Please..
You can make a tutorial about a character from the ground picking up some weapons and using them. Different weapons sword, pistol and axe. And each weapon will have its own animation without the inventory system, but each weapon will be activated with buttons. For example the Q button of the gun and the R button of the ax and the T button of the Hammer to attack. Like in Bloodborne, dmc and dark souls
fom my limited knowledge the Cast To function is computational expensive, is there an alternative way other than calling it every frame for character blueprint's hit trace?
The attack sphere is going down side when i added select to the get socket location. help !!! ( its going well for first animation but for second animation it is not working properly)
Instead of a Notify State, why wouldn't I instead use a "Montage Notify Window"?
The pawn or character has detected the damge but it didn't destroy. why? I can see the wake of the damge
Bro destroy is something else. U need tell it to do so after ho = 0
thanks for everything
Amazing tutorial, very informative and brief! However I did have a question. If I wanted my hit detection spheres to be from a different bone each time it is casted (in this case, in melee combo with both fists and the feet) would I have to make a separate NotifyState for each animation? or is there a way I could have the hit detect function itself check which animation is being played in the array?
Yes you can! you can use a select node for both the start and end locations of the trace or use a branch to a different trace based on your condition!
Glad you enjoyed my tutorial and thanks for the support
@@AstrumSensei oh fantastic! I'll have to try that out today then, thank you so much for getting back to me so quickly!
@@AstrumSensei it worked!! Thank you so much for the suggestion, you're a life saver!!
@@BioticBlitz Glad to have helped!
This doesnt work with an NPC with its own blueprint and not sharing the third person blueprint with player though. Which makes it pretty much useless.
The 'destroy actor' works, but the hit reaction doesn't.
this has a huge problem, what do you do when you want to detect other characters?
You are amazing!!
Gread video. Question. How can I know who does the damage?
Like I have 2 enemies. One hit for 30, one for 50. How can I know who is hitting me to calculate the damage?
Same here dude 😂
There's just one issue that I am having, when enacting my first attack, my character flies forward, making it hard to even hit the other model in the first place. Any and all advice would be appreciated.
Try enabling root motion in the animation.
@@Alex-eu6rw YOU ARE A F*CKING LIFESAVER XD
@@Alex-eu6rw YOU ARE A LITERAL LIFESAVER!!! THANK YOU SO MUCH XD
These videos are amazing. Do you have any that are like this but catered towards fighting games like street fighter?
Hey ! I can´t get that working with Anim-Graph. You use montages, but I use anim-sequence and set bool to true for anim graph. The animation is to slow then for that tracing.
Yeah I used to do that but found montages much more convenient in the long run.
@@AstrumSensei and wtf does that have to do with what the video is supposed to be about "hit detection"
Thanks!!!
Wish you actually explained what everything does but decent video
Just hover over the nodes. They give you a description.
great tutorials, however hearing every single movement made by your hands is a tad annoying
😁😁😁🤔🤔😄😁
This has nothing about the sword detecting an actual hit.
To do that u could just modify the attack hitbox
@@_iguana_ Yeh but this video is just about anim notification rather than how the actual hit detection works