I have a custom skeletal mesh with animations imported from Blender and I need it to eliminate or damage the player when they touch it.
For some reason the bones seem to be behind the scenes only, as I can’t parent damage volumes to them in UEFN, and it wouldn’t let me import the mesh non-combined to parent the damage volumes to individual parts of the mesh.
I really can’t believe there isn’t a way to do this because it seems like a basic requirement for a game engine but I’ve searched a load of different things and I can’t find anything.
Is there a way to tell who touched the mesh through verse and then apply damage to them, or is there a way to attach damage volumes to bones in a way I just haven’t found yet?
For anyone else who finds this having a similar issue - I just found you actually can attach objects to bones in the editor, it just isn’t intuitive as it isn’t a visible option until you try it.
All you have to do is click and drag the object onto the skeletal mesh itself, and it will then allow you to choose a bone from the list you want to parent it to.
UPDATE: Currently having an issue where the damage volumes are animated with the bones correctly but they aren’t killing the player when they’re touched. Looking into it more
What I was saying in that thread is that the animation needs to run on the server, can you loop print the position of the damage volume in Verse to see if it moves correctly ?
I’ll have to get my work partner to check that as he does all code related jobs and I don’t know verse haha
I wasn’t aware that there was a way to change whether the animation played locally or for everyone unless it’s just this visibility setting but that’s already set to ‘Everyone’: