Melee Tracing Plugin

I Would certainly suggest trying on 4.14 Cant hurt to try :slight_smile: , Also does your issue still occur in a non-networked game with more than 2 characters?

I’ve only tried it in a networked game. Both dedicated server and one player server others client

Ok, so I think I have figured out the actual cause of the issue. It looks to me that the Animation Montage I am using is the culprit. It seems that when removing the montage and performing the attack with no animation always works. If I put the Montage Attack Animation back in it only works when the attack is seen on screen.

The occasional successful attack I think is related to the fact it possibly hit where it would have had there been no animation. Now I have to find the solution, ty for the quick feedback :slight_smile:

Noticed this log warning (4.14.3)

UE4.16, Hitinfo have issue to get physical material? I don’t know why have error when get hit. On my character blueprint, physical material to play get hit anim montage. Only can get default now, and I checked project setting, surface type are fine.

UE4.15 don’t have any issue. :confused:

Error Blueprint Runtime Error: Accessed None trying to read property CallFunc_BreakHitResult_PhysMat from function: ‘GetDamage’ from node: Get Hit Location in graph: GetDamage in object: Character_Controllter with description: Accessed None trying to read property CallFunc_BreakHitResult_PhysMat

Hmm, I think its a engine issue, same error with this graph in blueprint. Anybody know is bug or line trace compont not support hit info?
Documentation page don’t have hit info parameter, werid.

Someone correct me if i’m wrong but doesn’t the Line Trace Component only trace against the target component and not things in the world? I think it only traces for the target.

Take a look at this
https://docs.unrealengine.com/latest/INT/Gameplay/HowTo/UseRaycasts/Blueprints/

Thats correct, LineTraceComponent only traces against the mesh and not the actor, However theres a secondary event (On Hit World ) thats called once the weapon hits an world actor it also uses the standard tracing function so you should be able to get the physical material from there

New lazy way to set hit reaction. :stuck_out_tongue:

Hi alvarofer, for your next update it would be nice to have the option to get the skeletal mesh actor of the weapon component. Thanks!

Otherwise it is not possible to simulate physics on weapon actor drop.

Hey, thanks for the feedback! Alright ill add that as well on the next update it should be done somewhat soon since id rather not give dates but it mostly exposes a ton of the tracing functionality so you can customize it even further

As an example you can now specify which trace channel to use on the melee trace node ( for the world trace ) as well if it should ignore characters

Great, looking forward to it, and already use the trace against world. Btw why the distance setting, isn’t the trace between Start and End location?

Also i thought it would be nice to have one or two additional trace sockets for middle locations.

Distance is used to check if theres a character close enough to the player before it begins the melee trace, if there isnt it wont bother doing the melee trace and instead just does the world one

The update has been submitted, as well support for 4.17 has been added , The example projects for 4.16 and 4.17 Were added too
You can now also get the bone from the hit trace on your character using GetLastHitBone()

The 4.17 update is now available ( Thanks Epic! )

4.18 Update is now available

Hi alvarofer0020, I’m come here to bother you again.

In blueprint, Set Skeletal mesh node not working for Mesh component? Like this screenshot, its can compile with a yellow warning. But not spawn skeletal mesh in game.

If can set mesh in Construction script, thats will helpful.

Hey

Is there any specific reason you are using the Set Skeletal Mesh Node?, you can directly set the skeletal mesh by clicking on the weapon skeletal mesh component, click on the Mesh tab and assign it there?

I using DataTable and Structure to set weapon data when spawn, so if can set plugin variable in blueprint would be nice. :stuck_out_tongue:

Another reasion is easy to control weapon data with data table, no need to modify weapon blueprint one by one.

Ah thats fair enough, ill submit an update to expose that then :slight_smile: Should be up in 1-2 days