Thanks for the response, although I’m not entirely sure what you mean by “check by tag”.
Anyways, my primary concern is that I need to somehow create a branching condition that when the Line Trace detects a hit from the player landing on the enemy, the damage collision from the enemy would be temporally disabled as long as the player is in contact with the enemy, otherwise the player would end up taking damage when they not supposed to.
Something kinda like , for example:
- If Line Trace detection = True, then Null Damage = On
- If Line Trace detection = False, then Null Damage = Off
I tried to see if I could create the branching condition by attaching a Branch event to the LineTraceByChannel & accompanying Break Hit Result events like in the example screenshot above, but for whatever reason it appears that you can’t directly connect the Branch event to the Break Hit Result, so now I’m stuck with no idea on what to do now.