Hi, I’m a bit new to game development and unreal engine and I’m having trouble with real time collisions, like those in a hack and slash or action game. I’m mostly investigating/prototyping how to do certain things right now. I can deal either with code or blueprints as needed or preferred.
I’ve been investigating about how using the tools provided within the engine itself can I design and construct attacks or hazards like a punch, a sword slash, an area effect, and others. I’ve managed to get a cannon that throws exploding cannonballs running up, but I’ve hit a serious roadblock.
Imagine you have something like a sword slash, a flame thrower, a falling meteor… These things have a certain local origin when played and some of them even require a certain “animation” of collision volumes.
I’ve seen how other people do this on several tutorials but there are a few caveats on each method:
1 - Using an animated 3D model and then attaching a collision volume to a weapon, or originating line traces from it, which binds the possibilities of what you can do to what you can animate in 3D.
2 - Using matinee to animate trigger volumes, like a crushing ceiling. The problem is that matinee actors are bound to the level and I haven’t been able to replicate them either, like when you instance a class or blueprint.
3 - Animating the collision volumes through code. If it’s a mathematical formula, like a moving platform or a projectile, it works fine. However, if you need a more “complex” animation, like that of a Shoryuken in Street Fighter, the only way I’ve seen it done is reading vector values written on a TXT, which is a pain to develop with since it’s not intuitive at all and requires a lot of trial and error. Certainly not a very efficient method.
Since I won’t have a 3D animated character in all cases and especially I don’t want to depend on that when designing attacks, hazards, and similar stuff, I’d like to figure out an alternative to method 1. I’d like to know which alternative methods exist that would let me “animate” these collision volumes from an origin root location and instancing/playing them as needed, like if I could make them as actors or actor components. I’ve thought about something similar to what fighting games do: Visual Example. This would be similar to method 3, but being able to visually edit the position of the volumes each frame instead of guessing or copying values on a TXT. However, I don’t know if it’s feasible yet.
So, my questions are:
1 - Is it possible to do something like what I just described (method 3 but visually) within unreal or using a free external tool without making a whole new toolset for it from scratch (a specialized editor module)?
2 - Which other ways are there to set up this kind of collision volume animations so that I can design different types of them?
Thank you very much in advance.