Unreal Engine 5 Tutorial - Melee Damage System

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  • Опубліковано 23 лис 2024

КОМЕНТАРІ • 10

  • @greatoni8452
    @greatoni8452 Рік тому

    I Don't know why everything is so easy Thanks for your Amazing tutorials. Thank you so much

  • @patrickborn3494
    @patrickborn3494 Рік тому

    Nice tutorial! Would there be a way to modify the socket system so that you can adjust the damage for which socket registered the hit? For example on an axe, the head would do significantly more damage than the belly/haft

  • @thesleeplesscause7284
    @thesleeplesscause7284 9 місяців тому

    i cant seem to get this to work. i can get up to time stamp 8:11but when i run the game and go to attack it crashes an says infinite loop detected in "end melee trace" any ideas?

  • @muzz3304
    @muzz3304 10 місяців тому

    Hey, loving your tuts so far! I've followed along on your previous tutorial on the multi weapons system, but I have just one problem trying to follow this damage tutorial using that system. When you mention the get "player weapons" and pull off to node Find "melee", i do the same using the system created following your multi weapon system. However when trying to hook up the actor object ref from the "find" node to the get socket location none of it works. The error says that the "Get Socket Info" node property "static mesh ref" reads none. I've used string to print whether the reference is valid before plugging into Get Socket Info and it prints the weapon name etc so have no idea why the output is null. Sorry if this is an obvious fix But I'm a complete noob at this haha

    • @muzz3304
      @muzz3304 10 місяців тому

      I seem to have made it work by not using the "Get Socket Info" Interface and using the original method used near the start of the video, by pulling off from the actor ref in the "Detected Item Info" node and getting the component by class (skeletal mesh) then plugging that into the Get Socket Locations.
      Not sure if this is a viable workaround long term but the damage system is working so far.. I wonder if it is something to do with using skeletal meshes for the weapons in the multi-wep tutorials vs using static meshes in this one? I've no idea but either way I appreciate these tutorials man, learned a lot so far!

  • @Alexander_S_K
    @Alexander_S_K 10 місяців тому

    Hey, thanks for the tutorial! The problem I am always running into with notifies is that if the animation is too fast, the traces don't work properly and you might not collide with the targets. Have you found any solution to this issue?

    • @ArtofficialEntertainment
      @ArtofficialEntertainment  10 місяців тому +2

      Other than slowing down the animation no. Can try using world delta seconds as the timers loop value, or set a float value of delta time off event tick and use that. But both of these methods come with their own issues.
      Delta seconds still doesn't always provide back fast enough loop rate depending on animation speed.
      Event ticks delta time saved as a variable definitely fixes the issue of animation speed impacting trace ability... But it's a variable being saved every frame that's only being used during small windows of gameplay so isn't exactly suggested. Now if you optimize and ensure to keep the frame rate above 60 with this running then it's possible but then only for the player character as you wouldn't want the event tick to be running for 100 active AI.
      This is why most games that have amazing attack recognition have slower attack speeds (not slow just not old school games where the sword moves faster than you can see)

    • @Alexander_S_K
      @Alexander_S_K 10 місяців тому

      @@ArtofficialEntertainment I see, thank you for the detailed response!
      I wonder how games like Path of Exile do it; where you can have insane amounts of attack speed and hit a whole screen full of enemies.
      Granted, it runs on a custom engine so UE might simply not have the capabilities for something like that.

    • @ArtofficialEntertainment
      @ArtofficialEntertainment  10 місяців тому +1

      @@Alexander_S_K Honestly they probably run it off an isolated tick event - Unreal engine by default groups tick events on the same data string together which is why its not recommended to use too many or if possible none at all - but if you expose the tick ratio and trigger the tick rate at specific times then you can produce tick events without losing too much on overall optimiztion.

    • @Alexander_S_K
      @Alexander_S_K 10 місяців тому

      @@ArtofficialEntertainment When you say expose tick ratio do you mean expose it as a variable?
      My solution (At least for now) was to use a matrix for the Bone sockets and a TArray to store unique FHitresults (in C++) read the content to determine what was hit and apply the damage accordingly. This runs in the event tick for the duration of the anim notify that calls it. So far it's been working well since I only use it for the player character but I was wondering if there were resources online showing how professionals do it. There is also that Melee plugin from Rama that uses chaos physics so if push comes to shove I might have to buy that one...