Hi, First post here, I usually find all my answer on the internet, but I wasn’t able to found anything talking about my problem.
I’m trying to make some kind of shooter, with modular character (Body, clothes and armor).
I need to know which component of the character is hit, to apply damage and / or resistances. The line trace work perfectely and return the correct hitted component until I set up the Leader pose, to ensure good animation across all skinned meshs.
We can clearly see the line hit the torso armor, yet it doesn’t return its value.
It looks like as soon as you set the leader pose node it makes the component “individuality” disapear and make the collision for tracing of it vanish. Is this normal, am I doing something wrong or is this a bug ?
Ok so I’ve found by using the previous name of the Set leader pose node (Master pose) some kind of insight.
It looks like it remove physics body or colision and I should use Copy Pose From Mesh instead. But i’m rather scared of the performance impact of that. I want to do some kind of rts and I’m scared to have to update 4 parts * n characters each frame ?
Whould anyone have any idea what would be the best way to do this.
I in fact did not manage to get the thing to work, We have to use a completly other way to to “merge” the meshes together, I just paused the project for now hoping for -maybe- a kind of fix or at least a easier way to do this.
But the “problem” seems to be there for quite some type some time so it might work as intended and we just aren’t doing things correctly. Don’t hesitate to comeback if you find a cool way to achieve this !
I then retrieve the hit from the raycast and send with a interface BP all the information required from the gun (dmg |Type etc). I then look for the name of the object in a map of all the collision linked to the armor attached (torso, head etc) in order to find which was hit and then retrieve their information from the armor blueprint.