thelazylion:
Verbose results in nothing being printed…
Im doing a raycast to determine bone that was hit during the collision detection… Then multiplying damage up or down based on that, feeding the float into the output.
Just a quick theoretical. If a character had 2 swords in their hands… a flaming one on the right, and an ice one on the left. During the melee, how would one determine damage type based on weapon in hand, when weapons are dynamic? How would one spawn and attach the correct particles onto the correct bone that was hit?
thanks again for the prompt reply
You can grab this collision test map (it was built for 4.24 but it should be fine for 4.25) and check the cone settings there versus your own:
https://www.dropbox.com/s/zlwu2ixgmpzclwv/AbleCollisionTest.7z?dl=0
You’d have to tie some rotating number to your animation / attack so that you know if you hit with your left or right hand (maybe use animation notifies), then when go to apply your damage, ask the character which weapon is in that hand and what the element is.