Hi everyone,
I’m working on a wingsuit gliding game in UEFN where players fly down a large desert prefab map tilted at about 45 degrees. The map has lots of rocks to dodge, holes to fly through, and rings placed for scoring.
I want players to be instantly eliminated the moment they touch any part of the terrain (especially rocks). I’m aware of damage volumes, but the map is very large and contains many small rock variations, so placing damage volumes everywhere isn’t practical.
Is there a way in UEFN to make an entire object or a group of objects eliminate the player on contact without using Verse code or placing thousands of damage volumes? For example, something based on collision, object settings, or device configuration.
Any advice or best practices would be greatly appreciated. Thanks!
why couldn’t you just use normal collision? make a new channel if you need to?
I DO NOT edit in Fortnite, sorry. So I don’t know what kinds of controls/limitations you have in front of you, but conceptually, a ‘regular’ collision channel (something the engine already uses) would suffice.
Hi DETHPIXL, Welcome to the Forums, Good question.
Frenetic: In UEFN we’re able to change ‘Collision Presets’ on meshes we create/import, but not on preexisting Fortnite Meshes. There’s a ton of Collision Presets that are used in FN available to choose, but I don’t think any of these will act like a kill volume.
When FN mesh assets are available in Scene Graph, I can imagine an entity with a kill volume + static mesh reference that can be used for terrain/rocks.
It sounds like the map is already made, but if creating/iterating on a map you could attach a Damage Volume as a child of a rock. (The main benefit here would be the ability to move the rock around and have the damage volume remain attached.)
It involves Verse - but another approach would be to start calculating the players speed/velocity once they’re wingsuiting, and if it drops below a certain speed eliminate the player. This might not satisfy the ‘instantly eliminated’ requirement, since the player could still have some velocity when falling after hitting something.
Actually, that leads me to another idea - there are player states IsFalling and IsGliding A system to monitor those could do the trick. (It would need to be turned on/off at specific times, otherwise you’d eliminate yourself just by jumping normally) - Let me know if you want to explore that.