i do this in here, right?
yeah so start point will be your sword tip (get world location of the socket at the end of the sword)
then get your actor forward vector, * by maybe a float variable (easy to change) set it to 100.
then add that to the socket location (worldspace)
plug that into End
what that will do is fire 1 metre ahead (yeah too far but test it works at a distance then closer)
then lower that 100 til you get what you want as far as range is conceerned
make sure you only fire the trace when the sword is all the at the end of its hit animation!
I don t understand the part with the wordspace
socket location IS world space sorry my bad i didnt realise
i still don t know where to plug it
ok use an add node for socket location and connect the multiply output, then from add to end location on the trace
like this?
make sure its GetActorForwardVector (not the sword)
set debug draw to “persistant” to help you see it working
turn it off once you have the right settings
ok ok, thanks, i ll try
Thats what i get, yes too long but its a test, then once it works start lowering the trace length from 100 to say 50 or lower, play til its the right distance
yep, it doesnt go through anymore, you re a genius
we were all new once!
hahaha, you reminded me of we were soldiers once and young, i guess we were new devs once and young
i ll try to mark the solutions accordingly, thank you very much for your help and for the time you took to help me!
Your are welcome! good luck
Collision updating only on listen server, but not on client server could you also help me with this if you have any time?