Hi everyone!
I like to add physic based ARMOR and WEAPON to my game.
That means, the armor have a physical protection system, including penetrator resistance. Also weapons need a specific amount of damage to penetrate the armor (like in most tank based games, with front armor is strong and side armor is weaker etc. you know what i mean).
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Do i need static mesh AND skeletal mesh in one actor, to switch between static mesh, if the actor is placed in the world and skeletal mesh to equip the armor/weapon to my character and attach them to it? Or can i remove static mesh and only use skeletal mesh for drop in the world too? Its a question about performance… is static mesh realy realy better in performance instead of skeletal mesh with physics?
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If question 1 is answered, and i just need skeletal mesh for everything, how can i attach the actor (armor/weapon) to actor (charactermesh) and sync this with the animations? Because i got every time issues, the skeletal mesh is not correct synced with character animation.
→ Attach Actor to Actor + (set relative transform of the armor/weapon to character mesh, but how?) -
If armor/weapon ACTOR (not component) is attached to character mesh and works well with the animations. How can i add the physical armor system to armor/weapon actor?
OR, i dont need to add the armor/weapon actor to charactermesh actor, because when i just add the skeletal mesh of armor/weapon to charactermesh, it works too with physical based armor system? But how can i get access to the informations of the armor/weapon, when its not attached as actor (thats the reason why i whould like to attach the actor + all informations inside of the actor, to my charactermesh)?
I am using armor/weapon for itself, there is no database information where they are default saved, because every armor/weapon can become unique, so i need the specific informations inside of the armor/weapon actor to work with them. I hope you can understand what i am meaning. I dont want to make a armor with default database informations.
Example for a better understanding:
Player A = equiped with breastplate (skeletal mesh).
Front breastplate armor power of 1000.
Side breastplate armor power of 700.
Rear breastplate armor power of 500.
Player B = equiped with a pistole (skeletal mesh too), with a damage power of 1100.
Player B pistole projectile hit, player A front breastplate armor. It penetrates with 1100 damage compared to 1000 armor = 100 damage to health of player A.
Same situation. Player B hit player A at the rear breastplate side armor. It penetrates with 1100 damage compared to 500 armor = 600 damage to health of player A.
Same situation again: Player B hit player A on the right leg (there is no armor). Player A becomes 1100 damage to health, because there is no armor that gives protection.
I hope you can understand what i am meaning. Also armor have different hitzones. How can i add this feature in to my game? I cant find any tutorials on youtube, because about 99% only use general armor system and not invidual/physic based.