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Cast from actor to skeletal mesh to execute animation depending on the bone

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    Cast from actor to skeletal mesh to execute animation depending on the bone

    I am trying to cast a line/raycast from the character to other skeletal actors and play an animation depending on what bone it hits. Any ideas on how to achieve this with blueprint???

    #2
    What do you mean? If you explained I could probably explain.

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      #3
      https://docs.unrealengine.com/en-us/...TraceByChannel

      The "Out Hit" struct has a "Hit Bone Name" variable that you can use to determine which bone (if any) was hit. You can then pass that bone name along to whatever BP implements the animations.

      You can use a "Switch on Name" node to simplify the execution routing, if you want: https://answers.unrealengine.com/que...ing-works.html

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        #4
        I use this to specify head shots vs body shots in my project. basically if bone name = head then do 150 damage and if bone name = body do 100 damage. something like that.

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