Shout-Outs to Cyshin08! That's where I learned how to do this - So, definitely check her out if you'd like to see a more long form explanation of what's going on! th-cam.com/video/bkEuPO3rv-0/w-d-xo.html
You are my hero today. I'm new to unreal and spent longer than I'd care to admit trying to figure out why I wasn't getting on hits before realizing that anim montages don't give me free collision. This got me the rest of the way, thank you!
The one problem I've had with tracer-based collision is that if the swing is too fast, there'll be gaps in the collision, between one trace and the next, that can be wide enough for the target to fit in. Because of that, I've switched to using a collision box, that I enable/disable through the notifies.
I think the down side is, this is frame rate dependent. If frames drops below 30, then you may get some unintended results. Normally not a big deal but something you may want to keep in mind.
I spent a large amount of time researching combat systems and (surprisingly) found that most don't bother with accurate weapon traces, they simply flash on/off a single sphere (or capsule) collider at the point of impact. If you're making a standard non-Soulslike action game in the same vein as NieR, DMC, or Kingdom Hearts, not only is this easier to implement and less computationally expensive but it's infinitely more satisfying for faster action - players typically don't care about whether the blade of their sword overlapped with the enemy correctly, they just want the feedback of having their attack connect when they hit the appropriate button. It's a little more advanced, but another thing I picked up from Automata that's worth implementing is the use of automatic alignment and distance matching - lining up the facing direction of the nearest enemy and having pushbacks match the attack advancement keeps combos fluid and very satisfying.
Hmm is there some part I'm missing? I can get the tracer to show up but my weapon isn't actually 'hitting' any of the boxes even if the tracer goes green.
This is actually not very modular/flexible at all. Sphere trace doesn't allow for entities with different components like Tags/interfaces to be accessed when setting up this collision, nor can said entities call the sphere trace call through blue print interface. EDIT: I actually thought of a way to use this system, so nevermind. Lol
Shout-Outs to Cyshin08! That's where I learned how to do this - So, definitely check her out if you'd like to see a more long form explanation of what's going on!
th-cam.com/video/bkEuPO3rv-0/w-d-xo.html
You are my hero today. I'm new to unreal and spent longer than I'd care to admit trying to figure out why I wasn't getting on hits before realizing that anim montages don't give me free collision. This got me the rest of the way, thank you!
The one problem I've had with tracer-based collision is that if the swing is too fast, there'll be gaps in the collision, between one trace and the next, that can be wide enough for the target to fit in. Because of that, I've switched to using a collision box, that I enable/disable through the notifies.
I think the down side is, this is frame rate dependent. If frames drops below 30, then you may get some unintended results. Normally not a big deal but something you may want to keep in mind.
I wish you could set data in notifies. Would make the line trace grid method a whole lot easier
I spent a large amount of time researching combat systems and (surprisingly) found that most don't bother with accurate weapon traces, they simply flash on/off a single sphere (or capsule) collider at the point of impact. If you're making a standard non-Soulslike action game in the same vein as NieR, DMC, or Kingdom Hearts, not only is this easier to implement and less computationally expensive but it's infinitely more satisfying for faster action - players typically don't care about whether the blade of their sword overlapped with the enemy correctly, they just want the feedback of having their attack connect when they hit the appropriate button.
It's a little more advanced, but another thing I picked up from Automata that's worth implementing is the use of automatic alignment and distance matching - lining up the facing direction of the nearest enemy and having pushbacks match the attack advancement keeps combos fluid and very satisfying.
Super useful, thank you very much! Better than constantly having a collision capsule on the item/character BP.
Are you reading my mind or spying on me? Cause you seem to always know exactly what I need. How ever you do it, thank you
Awesome, that seems quite simple to setup
Excellent stuff as always
Thank you
thank you now. I can make my own stellar blade ✨️ 😌
Say since we're on a collision train can you do an interactive shield bubble tutorial?
Perfect Ttorial
Hmm is there some part I'm missing? I can get the tracer to show up but my weapon isn't actually 'hitting' any of the boxes even if the tracer goes green.
How do you get the collision notification while working with the blue print?
How do you change the hardness of how things get hit?
do an tutorial on how to import 2 rigs into blender
This is actually not very modular/flexible at all. Sphere trace doesn't allow for entities with different components like Tags/interfaces to be accessed when setting up this collision, nor can said entities call the sphere trace call through blue print interface.
EDIT: I actually thought of a way to use this system, so nevermind. Lol
Why is a cube getting launched like team rocket funny?