How To Apply DAMAGE With LINE TRACE | Unreal Engine 5 Tutorial
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- Опубліковано 8 лют 2025
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☝️ In this UE5 tutorial you will learn how to apply damage with line trace by channel. We will shoot shit line trace inside of the unreal engine 5 gun blueprint and apply event anydamage to take out the enemy.
#unrealengine #ue5 #gamedev
THANK YOU
I spent an hour trying to figure out way to do this before I found this tutorial
First and damn this looks so good. As soon as I’m back from Vacation I’m watching this in full
Amazing tutorial!
Thank you vey much, you´r videos are quick and to the point, I like that Thanks
As simple as that! Thanks 👍
simple and amazing, love you
mine is killing every thing in 1 shot even tho its damage is 3 i made a dummy with the same blue prints as yours but i set the health to 300 so if you know how to fix plz tell me
Same problem.
I found the problem.
The subtract need to the first the health and under the damage. Like in the 3:27
If you do the other way it get negative and that's why it gets destroy on the first shoot.
you're the best!
how can you apply that damage to a destructable so that pieces break off?
Thank you
can you please make tutorials in c++
Might be in the future, as of now i'm working with blueprints ;)
Obrigado
It Works in ue4 to
Just in case someone runs into same issue as me:
This did nothing to my enemy set up. Until i placed a sphere on it. Then i set the sphere as not visible.
NOW the enemy gets destroyed as supposed. Wierd.
I had colliders and all set up but it just wanted that damn sphere.
is there a way to make this work with 5.2 where there is no "onFireProjectile"?
Yes, use Enhanced InputAction IA_Shoot
What about if you hit an enemy and there is another enemy behind the one you hit? How do you give the second enemy hit damage as well?
(Collateral)
No.
LineTraceByChannel will perform a collision trace along a given line and return the first Object that the trace hits.
MultiLineTraceByChannel will perform a collision trace along a given line and return all hits encountered (up to and including) the first blocking hit, returning only objects that respond to the specified Trace Channel.
My shots is shot floor walls, but ignore pawns.
You have to set the collision in the mesh settings
3:28 Easter eggs