Hey all!
I’ve been learning the ropes of UE5 over the last 3 weeks and have made some good progress. My primary focus is on combat design and learning what makes it tick (within the engine at least).
One of the things I made early on was a weapon trace that is pretty straightforward, it uses notify states to begin and end, and each tick (as of now its .01) it calls the sword trace function. This function gets its trace positions from sockets stored on each weapon (skele meshes). It then checks some combat stuff (mostly whether the enemy/player can be damaged, already has been, etc.) and deals damage.
The part I’ve had some difficulty with, and have been putting off for a while, is that the traces are accurate to what I’d expect them to be, and in fact they vary quite frequently. Sometimes the trace will be pretty accurate, definitely passable, other times it will miss entirely.
Attached is a video of the issue to help show how I’m doing what I’m doing. (it is currently processing but should finish soon).
(also don’t worry about the texture streaming over pool I’ve had the tracing issue for a while now, it isn’t recent).