Is there a function or method to execute certain arguments when a player takes damage from a specific weapon?
Is this possible?
Looks like you want to implement a logic similar to Kill Feed, so you can use the native functions Apply Damage and Event Any Damage:
- Instigator is the controller responsible for the damage
- Damage Causer is usually the weapon used by the damage instigator
these two parameters are used to account for the kill feed or any other logic associated with damage events.
Thank you!
I’m new to UE5 and UEFN, so my questions might sound odd. Does verse have those functions available for implementation? Can it be implemented in blueprints?
nope
You could retrieve the player who deals damage using fort_character.DamagedEvent
event (I believe there’s a topic of this somewhere on the forum) and use conditional_button.IsHolding[]
function to know what weapon the damager is holding.
It would only work properly on hitscan
weapons, and still, if your mechanic is important, players could easily bypass this by quickly swaping weapon just after shooting (with a sniper for example, automatic guns would be harder to bypass)