#Per Bone Sword Collision
I developed a per-bone sword collision system that takes animations into account.
Here’s a video!
Epic wiki link
#Summary
you need do simple traces to identify which actor is in front of the weapon
then do a component level trace (see primitivecomponent.h) against the mesh of the character that is found in front of player
you need to do the traces from the weapon in the direction it is moving. Calculate the socket’s normalized velocity (direction) by getting the prev and current socket position
make several sockets along the length of the weapon and trace in the direction the sword is moving
all the above traces are simple
only once you have detected a character in front of sword do you switch to component trace
and you should only do the component trace from the 1 socket where the simple trace connected
multiple component traces can get expensive
Enjoy!
Rama