Thanks Ryan!
[QUOTE=Ixiguis;407074]
Great work!
I assume you're doing client-side hit verification?
[/QUOTE]
That's the basic idea although it is a little more complicated than that, I am going to release some more videos soon as I get more time!
:)
In process, in the meantime you can learn more about my melee plugin here or PM me!
http://ue4code.com/melee_weapon_system_plugin_per_bone_collision_accuracy
[QUOTE=Kris;407076]
Awesome, as usual.
The melee plugin looks as if it will take care of an issue we hit a while ago - swept collisions for rotating shapes.
[/QUOTE]
Yup! Handling rotation and scaling of the physics asset physX shapes was actually the hardest part of my plugin, other than making an entirely BP-only user-friendly interface using C++ to Blueprint event delegates :)
Although another handy feature is being able to choose which individual sub-shapes of the physics asset you want to trace with and which you want to ignore!
Have fun today everyone!
Rama