Basicly when i hit with a meele weapon a target i stop the swing damage on the first hit and on single target everything is fine.
The problem rises when i need to hit multiple enemies, since my blueprint tells to stop on first hit, it
obviously hit only the first enemy and then stop the swing damage.
So i want to be able to stop the swing damage on first hit for only for each enemy hit.
You can make a new blueprint code, causing an animation to play so that the weapon swings in the hand socket. In each enemy, you can put a ‘On Overlap Begin’ code with the weapon and then play that code…?
Right when i posted, thanks to Rama and his solution, i managed to make it work!
As he suggested, i have stored an array of actors for each swing.
When swing end is called i clear the array.
While swinging and doing damage i added the actor to the array.
Then when checking if the target should receive damage, i check if the target is already in the array if it is then i stop swinging.