I’m running into a bit of a problem with my vehicle damage model right now.
I’ve managed to get bone-specific collisions to work, so only those parts of my vehicle that collide will
be morphed on impact.
Also, thanks to “Get Velocity” and “Get Mass”, I was able to generate input for my Set Morph Target Value (that I’ve originally clamped
to stay between 0.1 and 1.0, although it’s not even necessary really).
NOW. My only problem at this point is that, whenever my vehicle “hits”, OnComponentHit will fire an output and overwrite the Morph Target value.
Meaning: when I hit an object at 80 mp/h, the morph damage is set to around 0.8 (= 80% “damaged”).
When I hit another object at a speed of 20 mp/h, the morph damage will be set to 0.2 (so “less damaged” than before).
Is there a way to set the On Component Hit events to “only add” to each other instead of overwriting the old value with the new one?
Or, as a minimum solution, ignore additional hits if their value is lower than the “current” value?
I hope this makes enough sense. I’m having a hard time wrapping my mind around this lol.
Thanks in advance for any help you can give me.