**Smash Like Game
Alright, I think I am misunderstanding a few things.
Right now, I can set up collision boxes on the sprites (kudos for multiple polygons), so this is my first question.
- We have >6400+ frames of animation. Is there any way in the matrix editor to copy those polygons across all frames? I know I will have to do a little adjusting, but it would save tons of time.
Now, I notice that we can setup both coliision boxes, and there is already a collision capsule component.
- Why? Why can’t I just use the collision we are setting up on the animation frames for environmental collision? I assume this has something to do with root transform, and the fact that the collision may not be perfect across frames.
- Which collision setup is used as the hitbox in a fighting game?
- Do I create additional polygons in the sprite editor for the attack boxes as well? IE: I have the hitbox setup, and then they are punching. Do I setup a hitbox on their fist as well? How do I differentiate in the code?
Also, one more weird question. How do I create “bottom up” hollow bottom platforms. IE: You jump under it or at it from the side, and there is no collision. If you land on it, you, well, land on it. In something like Game Maker, I would just check vpseed and position relative to a platform parent.
I don’t want to do this in blueprints, but rather, I want to code the solution into the fighter base, and somehow assign our various bottom up platforms with a tag or something that can be recognized upon collision with the player. A trigger volume will not work here, this is for multiple players fighting at the same time. Does anyone have an idea.
I am grateful for any time saving help! Thanks everyone, and thank you Unreal for giving us a solution after our last engine turned on us.