My damage works through Line Trace. When a character takes damage, its values and the one who inflicted the damage are used in the Blueprint of the one who received the damage. The characters consist of 5 Skeletal meshes, and checking which limb should take damage occurs through a Hit event tied to the limbs. This is where the problem arises, because Line trace does not trigger a Hit event.
Line trace has ‘hit component’ in the hit structure, you can pass the component reference to the ‘victim’
Blueprint interface would be a good way.
- Can you please explain in more detail?
Curious as to why you are using 5 skeletal meshes?
- to implement the dismemberment of the character as damage is received
If using a humanoid you can simply use hit bone to determine limb.
Even better you can use the phys assets collisions to determine limb or other vital area. Just add a physics material to each. On hit, get phys mat.
I found a way to get the name of the component that received damage, but I still don’t understand how to pass it on to the Actor who received damage so that the limb’s health is taken away
Limb health and overall health should be stored as vars in the Player State.
Srv calcs damage and calls one of the Apply Damage events.
These events should execute in the character class, on the server.
From there call a custom server-side event to pass the values to the player state.