UE5 Tutorial - Melee Weapon/Damage Tracing #1
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- Опубликовано: 9 фев 2025
- Eyooo, Time to add some Hit Tracing to our weapon animations so we can damage enemies. This is a Reupload since the last one was blurry.
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Thank you so much bro!
and thanks for watching !
YEEESSSSS!
What UE version are you using? I dont have the "Get Owner" and "Find Comp. By Tag" at 3:28
Edit: Nvm, silly me not using the Mesh pin first 😅😅
Happens yo the best of us xD. Its 5.5 anyways :)
How do i go about hand to hand combat?
you can do it pretty much in the same way. You can either just add a socket to the hand bone in the skeleton and just get the socket name from the skeletal mesh of the character.
Or if you want to follow the videos exactly you can just make a weapon that is "unuarmed" instead of the sword and this weapon will just contain a sphere mesh around the size of the hand and add a transparent material to it so it doesn't actually show in the world. so behind the scenes theres a "weapon" attached to the hand that does the tracing and so on like we do with the sword but from a gemeplay perspective it would trace from the hand.
what is the name of the animation asset that you use please ?
its from the marketplace just called "Sword and shield"
Will the result be similar when using the "t.maxFPS 10" command?
Yes It will still cover the entire distance of the swing and not leave any gaps. But with as low as 10 FPS the trace itself will only run for like 2-4 frames so the "curvature" of the trace will be less as we have less frames to trace between. But it will be as reliable as it can get on lower frames.
what UE5 version you use... thank u ?
This is 5.5 as of recording and uploading.
@@JonatanIsaksson thank u