Dear Everyone,
I’ve posted my market place submission!
It is my per-bone collision system that I originally wrote in C++, remade entirely in Blueprints in a Content-Only project!
The item is actually the entire project, so you can see every detail of how the system is set up.
My content-only project is actually one very large Blueprint for you to use as a reference for integrating my system into your own projects!
It is a fully functional example, that I demonstrate in this video!
As you can see in the video, I am using a skeletal mesh sword and skeleton to swing at other skeletons, and hit different body parts with per-bone accuracy!
The physics asset I made where the skeletons blow up into bone pieces is part of this market place item!
Everything you see in the video comes with the marketplace item, as part of the purchase
Including:
Core Blueprints For This Market Place Item
Two Character classes that can child of which ever Character class you want, or your base Character BP can be a child of my class structure
SwordCollisionHighest (stores the vars and core functionality that do not have to change between different characters/weapons)
SwordCollisionBase (stores the variables that you must update per character that is a child of this BP structure of mine)
**How to Use My Market Place Item**
**Step 1:**
Reparent your chosen character class to my Sword Collision Base BP.
Now instantly your character has all the functionality you see in my video!
**Step 2:**
You must add sockets to the bones of your skeletal mesh weapon, and name them as numbers, starting from 0.
You can have as many bones per weapon as you want! I loop over all of them during the weapon swing
**Step 3: Demonstrated In the Video**
In your animations you must add anim notifies where you want the active sword tracing to occur.
This is a required step so that you do not have your character hitting creatures when it shouldn't,
toward the beginning or end of the swing animation where the character shouldnt do damage.
**Step 4:**
You must equip the weapon using the system I demonstrate in my blueprints, to notify my system what the current weapon is that it should find the sockets and do traces for.
**Step 5:**
You must add sockets to each bone that you want my sword collision system to detect.
It does not matter what their names are!
You can use this concept to exclude or include specific bones in my per-bone sword collision system.
Debug Information
My entire system is commented and self-explanatory as you look through my blueprints!
You also have option to show debug info for the swing, as show in video!
In my BP code have more debug info that you can connect to the chain if you want to see even more information!
I show what bones are being hit and which actors are being hit, per swing
**Extra Content For You!**
Extra Blueprints
1. A lot of Blueprint Library Functions you can use in other Blueprints
**Animation**
-Play Anim if Not Playing (prevents repeat uses of a montage easily)
**Character Calcs**
- Is Actor Facing Point
- Get Closest Bone to World Location (required for Sword Collision System!)
**Melee Collision**
-Trace Body Collision (Essential for Sword Collision System! This is the per-bone trace)
-Weapon Trace Data (Helper function for doing weapon traces)
Camera Zoom Feature With Mouse Wheel
My very own camera zoom feature using mouse wheel !
I have been using this particular Camera zoom feature since the UE4 Beta!
Originally written in C++, converted to Blueprints!
It has a natural exponential curve to it, so that the closer you get, the slower it goes, the farther away you go, the faster it goes.
This simulates how human consciousness operates and I just love it.
**Skeletal Mesh Asset For You With Animations**
1. Skeleton Mesh , with LOD
2. Skeleton Anims
3. Skeleton Anim BP with blend per bone **to allow running while swinging**
4. Skeleton Physics Asset that breaks apart as shown in video
**Extra Content**
1. Cave Sword by Epic (Elemental Demo)
2. Scimitar by Me
Enjoy!
Rama
PS: this is not a free marketplace item, my free item will be my Victory BP Plugin as soon as code plugins submissions are being accepted.