How to make a realistic sword swinging mechanic?

I will explain my question via sceneraio examples. Your character has a sword, and there is an enemy with a shield and a heavy armor, you can only damage him by hitting the gaps (unarmored areas), if you hit his shield or armor, he will not be affected and your chracater will go back to base sword holding animation without waiting for the swinging animation to finish. Animation shifting stuff is probably very standard but I don’t know about it. Anyways, my real question is, which methods should I use to achive this? By any means, like how to detect hit, how animations should work?

I am still new to UE, but I’d imagine you would accomplish this with smaller collision components. So far I have generally seen larger, single collision objects like a box or capsule used for entire actor mesh. And maybe another collision component for weapons or shields. Maybe you would have to setup each segment of your character where there is armor then detect collision on those? ie: collision box for the shoulder, bicep/tricep area, then torso, etc.

My concern would be whether or not that becomes a performance issue for the collision system.

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