Support thread for Realistic Blueprint Weapons.

Hi Daz, I’m to do something similar. I would anticipate the Character Pawn containing the necessary components to define specific areas of collision, possibly using shapes or meshes for Weakpoints, Destructible Armors, Swap-able Mesh for Gore. Physical Materials and Psuedo-Physical Materials may come in play too. I plan to use the collision check of the projectile to tell me what Character Actor is hit, then perform a OnHit Event on that Character Actor to determine what component was hit. There are several BP Event Nodes to choose from for collision checking ie : OnHit , Overlaps , and Traces. I still have to figure out how to get the projectile mesh to display.