Of course @unvoicedbee !! It’s what I’m here for after all!
So we’re going to try this. We’re going to use a different location, where the initial HIT happens, so the edge of the sphere would be hitting the enemy.
Changing the Radius of the circle would create your stop distance, which should be your Character’s Capsule radius plus your enemy’s Capsule radius plus maybe 10+ more. You’ll have to find that out and input it.
Next you’ll set the Out Hit Impact as a V3 variable.
Now let’s set up a branch to prevent double-attacking and turn off the target look during the attack! Start by making a bool variable, I called mine IsAttacking. Make sure the variable is set to “False” by default. Then we’ll set it up like this (I circled new/changes in green)
And then put us a little check on tick to save some processing power.
Give that stuff a shot and let me know how it goes! Don’t forget to set the sphere trace radius! (PlayerRadius + enemyCapsuleRadius + 10, your own math no nodes)