Thank alot! Trace category variable inculde too?
Hi is there any way to use trace without weapon class?
Hey, Currently there are a few melee tracing nodes you can use but these are suited for one-off situations i.e using the character fist to punch another character, If you plan on using blade based melee weapons like swords and such you do need to use the weapon class
Hey there @alvarofer0020,
is version 4.19 on the way? Furthermore, any easy tweak, trick, suggestion or mini update (for the plugin like before with those checkboxes : ) to hit the enemy pawns’ capsule components with line traces instead of their bones? :rolleyes:
An update with support for 4.19 has been submitted alredy. its currently waiting approval from the marketplace team , As for your suggestion that sounds like a good idea, once i have a bit more of spare time ill make sure to include that. Do have in mind im very cramped with other projects so it might take a while. Still once its done ill make sure to update this thread
Well, all of that sounds cool, so thank you for your efforts! I’m waiting for those updates (especially for what I suggested above : ), just keep up the good work and godspeed!
Ahoy again @alvarofer0020,
I’m trying to install the the melee plugin to UE 4.19 (thanks for the update btw : ), but nothing happens if I click on the “Install to Engine” button in the Launcher. Maybe a Launcher specific bug again? Any idea?
Thanks for bringing this up to my attention, i have sent an email to the marketplace about it. Ill make sure to update the tread once i have a proper answer
Said issue has been fixed now, You can properly download the 4.19 update trough the Launcher now
Jepp, it’s working now, thank you @alvarofer0020 !
An extra question for you sir: any ETA for the “hit the enemy pawns’ capsule components with line traces instead of their bones” what we discussed above? :rolleyes:
Hi! I’ve sent you an email but I guess I’ll ask here as well. What I’m trying to do is to change the skeletal mesh of BP_MeleeWeapon using blueprint. But I can’t seem to get it to work?
I’m trying to create a function where I input the skeletal mesh of “MainHand (Skeletal Mesh Component)” and then change the BP_MeleeWeapon’s skeletal mesh to the currently equipped sword.
My function is pretty simple, I’m not on my computer right now so can’t take screens of BP. But it’s fairly simple. When I equip a new weapon, I trigger the function (with input Main Hands Skeletal Mesh). Remove the current BP_MeleeWeapon actor, create a new one, change the new ones skeletal mesh to the input skeletal mesh and then attach it.
For example, I equip Sword2. I now want to change the BP_MeleeWeapon skeleton to use Sword2’s Skeletal Mesh. But even if I change the Weapon Mesh in BP_MeleeWeapon, it doesn’t change in game. If I print out the name of Weapon Mesh, the new name Sword2 is printed even though it’s Sword1 which is the default skeletal mesh for BP_MeleeWeapon showing on the character.
Is this something possible to do with this plugin? Am I just missing something very very simple?
Hey, I did get your email. The issue you are having is becouse the skeletal mesh component on the weapon class was marked as BlueprintReadOnly, i have changed this so its editable and you can change the skeletal mesh of the weapon at runtime, The update has been submitted to the marketplace team so next time you receive an update it will include this change
Oh thank you! That’s great! Then I’ll just move on to optimizing my combat system until the update hits. Thanks for fast support! Amazing plugin and it works like a charm! While I’m asking questions, how does the start start and end socket for weapon trace really work, will it find sockets between them? If S1 is first and S5 is last, will it use S2, S3 and S4 as well to track?
The system basically makes up the traces in-between the Start & End sockets, Of course the amount of traces done in-between is something you can tweak using the Traces per swing variable, So you really only need two sockets ( Start, & End ) the system takes care of the rest
Yeah, that I understand. But if I wanted a “bent” trace, is there any way to have the trace follow more than Start & End socket? Adding an amazing creative MSPaint picture to explain in picture.
EDIT: Noticed the update hit now! Gonna see if it all works.
Works just as I want it to now! Perfect, can change the skeletal mesh on the “Weapon” variable and update it, new weapon mesh and traces are loaded perfectly. Thanks!