Melee Tracing Plugin

uint23:Im looking into it its very likely ill add it in an upcoming update

And OverRated_AU, Do you really think that commenting, setting up and organizing everything for the marketplace takes arround 5 minutes?, Whatever thats true or not and whatever you like the plugin or not is none of my concern but really i am simply sharing an asset and i have all the right and so does everyone else to publish and sell whatever they desire . if you feel disgusted or whatever about the plugin then thats fine and thats your opinion but coming to the tread ( and my email ) only to express such disgust is trough my eyes a waste
of time. If you have anything you really feel you need to tell me then do so trough an email. its a far more appropiate method :slight_smile:

The other melee pack you offer, does it include the melee tracing, without the requirement for a plugin, and what are the differences if there are any?

Looking forward to your update, since shield blocks are pretty essential.

Thanks.

Hey

The medieval combat starter kit includes melee tracing without the use of the plugin, since its integrated in the project itself. In therms of differences they use the same tracing method. except that the medieval kit also has tracing against the world objects ( im adding this to the plugin very soon though ). and Blocking using your weapon or a shield Besides that the medieval kit is a much more robust package for melee combat ( has animations, example meshes, etc ) While the plugin is more for those interesed only in the tracing / hit detection

Getting these errors when using Melee Actors

I used the standard Melee Weapon class, with your demo example spawn/attach blueprint setup, is there a setting to prevent this error?

Hey uint. if you have visual studio installed you can open the melee weapon class and right after this line


Mesh = ObjectInitializer.CreateDefaultSubobject < USkeletalMeshComponent >(this, TEXT("WeaponMesh"));

add this


RootComponent = Mesh;

Or if you dont want to mess arround with the code you can wait for the new update ill be submitting today that fixes that and also

Trace.png

Adds tracing against the world objects . So the melee traces can now hit characters and world actors, bsp collision etc

Thank you Alvaro for providing a fast solution.

Alright, the update is now live :slight_smile: Includes tracing against the world for both the melee node and the weapon class, as well an extra hit event in the weapon class for when it hits a world actor so you can have different functionality for when hit occurs to characters & world

It doesn’t seem to affect packing my project but im getting this in the log.

Hi Alvar, there was a notice about an update in the launcher. However, it only let me update the 4.13 engine version. Do i have to remove the 4.14 plugin prior to update?

Hey uint

No need to remove the 4.14 plugin . I just sent the update for 4.14 so you should receive it shortly. it was a bug fix for a specific case where the trace would register two characters when it had hit one

Said update is now live :slight_smile:

Thank you, upgrading went smooth. Error gone.

I just come across this screenshot and just wanted to point out you should only be spawning the weapon on the server not the client as well, ask over on the ARPGI thread if you need some help, i ended up adding code to the plugin so it worked correctly for me network for my inventory system.

I don’t get it, is Launcher have cache or something? I remove the plugin and reinstall for 4.14 engine, still have hit two character by one. and its seem like trace character capsule not skeletal mesh. :confused:

@alvarofer0020

Hi alvarofer0020, any estimate when the 4.15 version is out?

Hey Unit just recompile the plugin for 4.15 using a empty 4.15 C++ project.

Hey, ill be submitting the 4.15 update later today. Im sorry for the delay i got caught up with some work :slight_smile:

alvarofer0020 I love your plugin and it was exactly what I was looking for, for my own game. I have hit an odd issue with networking though and I was curious if you or anyone else had experienced something similar. I know it doesn’t support online out of the box but I am trying to get that part setup.

Initially I thought I had it working as the attack was working beautifully with two users. It was when I added 3 and 4 users that I noticed something was wrong. All the players could see the swing, attack, effect, perfectly but the damage would not always be dealt.

After a while of debugging I was able to recreate consistently that the issue is somewhat visual. In that everyone detects the hit event if the server player can seen the attack on their screen. If not the damage is never dealt as the server does not detect the swing. Unless the hit is the moment the swing starts. On a dedicated server the only time the server detects the hit is if it is the moment the swing starts.

The Following is more detail on how I setup and what I am seeing (FYI my attack is a melee option in my FPS / TPS built on Generic Shooter if that maters):

My attack works as I holster the current range weapon, perform the swing and then restore the range weapon. I do this from a multicast called by the server inside of the character blueprint. (Melee1 Image shows most of this code)

63846cddead7a94aa0c0795a003509c9b3540c52.jpeg

This then calls the melee weapon’s blueprint and hit event which I styled a lot like the code for the instant hit weapon built in Generic Shooter, since well I know it works. (Melee2 Image shows the start of this code) This is what I cannot always get to execute on the server. Even if I change it to check for authority and recall on the server. Based on displays I put i it just seems to me like the hit event is only being called if it is visually seen.
5fee3c95964fef68a27f431018f058fec10c77b9.jpeg

All of which so far looks great when it works. All the clients can see the animation, the swing, the impact effects and sounds, but I noticed sometimes the clients didn’t deal any damage. They always showed the effects but not always the damage.

It took a lot of time debugging and testing but I finally figured it out, The issue only happens when I run with more than 2 players and the client user is not on screen, or I run as a dedicated server. It seems as though, based on the displays I put in my code the hit event is not always firing on the server, except when I am on the screen of the server player. It is odd because I never would have thought a visual element would allow it to work.

Now the really odd part is event when not on screen or dunning dedicated sometimes the server detects the hit event if I hit the second player the moment I start the swing. As Shown in these two pictures. Picture one shows the hit working as long as I hit at the start of the swing and image two shows it not working mid swing.
(Melee 3 image shows Server recognizes hit if it is at very start of swing)
(Melee 4 image shows clean hit mid swing but only recognized by clients not server)
791ae2956ce03598eac7b4c2cd524f076fa9f5e4.jpegd6140b6613ee7dbaa9e2bc072d33b99d959860f7.jpeg

Anyhow if anyone has any ideas or suggestions for things to try, I am open to suggestions. I’ve been stuck on this all weekend, and thought I would post here to see if anyone else had used this plugin with success or had ideas I could try next time I have time to work on it again.

Hey

Alright first thing i need to know is which engine version youre using?

I am currently using 4.13. would a more recent version help?