# Probblems with my hit scan Help

**URL:** <https://forums.unrealengine.com/t/probblems-with-my-hit-scan-help/592859>\
**Category:** Multiplayer & Networking\
**Tags:** unreal-engine, editor, Blueprint\
**Created:** [June 28, 2022, 9:36pm UTC](https://forums.unrealengine.com/t/probblems-with-my-hit-scan-help/592859 "2022-06-28T21:36:48Z")\
**Posts on this page:** 1\
**Showing post:** 3

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**Author:** ![Everynone](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/everynone/32/1135017_2.png) [@Everynone](https://forums.unrealengine.com/u/Everynone)\
**Post date:** [June 29, 2022, 8:21am UTC](https://forums.unrealengine.com/t/probblems-with-my-hit-scan-help/592859/3 "2022-06-29T08:21:43Z")

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While the above may be enough for a headshot, consider this approach as well:

> [@Heath Bar for Different limbs](https://forums.unrealengine.com/t/heath-bar-for-different-limbs/238988/3):
>
> So I played with this and got here: Found a neat way to map widgets onto the physics asset. How close is this to what you need?

It’s using bones to handle hits. On top of that, I’d look into the `Damage Class` - it can process the Hit struct from the trace (hit scan) and apply modified damage.

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