Fighting Mechanic for 2.5d Beat em Up

Hey All

So over the weekend i participated in the Gamejam and loved it, but got stuck on some parts.
I wanted to do an old school beat em up like double dragon or battle toads and instead of doing it all 2d decided to cheat a little bit and made the 2d sprites run around in 3d. to simulate the fighting i create a sphere in the character blueprint and named it PunchSphere and then got it to check for anything over lapping and hand out damage accordingly. which i thought worked well until i gave my enemy’s a larger looking sight sphere. after that you were able to damage them from across the room or when ever they saw you.
I’m asking if there is a better way of doing this or is there a way that i am able to target the Root Capsule directly so it’s only the size of the spritevBody that’s roughly affected?

I hope i managed to keep that clear enough to understand
thank you in advance for anyone who can help me. it did my head in.

sounds like you may be on to something i’ve had a quick go and no luck yet but i’ll try again tomorrow. way to exhausted from weekend to process or think clearly :smiley:

Any luck with this Gizmo?

Fort anyone who may be looking at the same sort of thing here is what i came up with.

i changed over to the 3d way of sending trace lines to work out how far away they area and still use the “punch sphere” top decide whether or not to attack. here is the logic you’ll need.
now the stuff missing from this picture is my combo logic which if your interested in then send me a message

Hi there :slight_smile: We are building a beat 'em up game with a friend. You mentioned that you have a combo logic of your own, would you mind sharing it?

Hi sorry for delay. if you are still looking for this information this is what i used.