Hello everyone,
I have a question about one of my monsters. In my game, I have several monsters. All have a lot of attacks, etc, and are working well. I would like to create another monster, but I have issue with this one for the detection of the hit actors.
Ordinary, on my monster for the detection of players that are hit by an attack I use little box that I place on the arms (3 or 4 boxes per hands, depending of the size of the arms and of the monster), and then I use them to do a multiline trace by channel. Like this, the collision detection is perfect.
On some of them, I have projectile, for example one of my monster is throwing a rock, so the rock is another BP and I add a box collision all over the rock and then do a “begin overlap” node to see if my projectile is hitting something.
My issue with my new monster is that on some attack, when he is far away from the player, he stretches his arm to hit him. To do it on the animation, the creator of that monster move the hand location during the animation. It is really a cool attack but it is causing a lot of trouble for me because I didn’t manage to detect if an actor his hitting between the shoulder and the hands.
Because, if I add boxes on the arm, then the part that is stretched will never detect anything.
My new monster to adapt is this one :
Anim prev :
If you see the animation previsualisation (00:12 ) you will what I mean by stretching his arm.
I think about a lot of things :
- Creating socket that I place during the animation to dynamically create boxes… but it is not good because the socket don’t move correctly in the animation (don’t stay on the arm), so it will not work.
- Trying to do a line trace at different time of the animation between the shoulder and the hand, but it means I can’t just do that, I also need to do my other line trace (perpendiculary to the previous one) or I will miss my actor. So it is quite complicate (not impossible but…)
- Adding a big box collision on the hand and do an overlap detection but the box will not stretches as the body do so it will not work
- Should I do an overlap detection with the mesh body itself ? But it is not really optimised, isn’t it ?
Have you any other idea to help me finding a solution ?
Thank you a lot for your help and your time ! (and sorry for my bad english…)
All the best,