Getting Projectiles To Inflict Damage

Hello,

I was going through this tutorial:

And am having some issues setting up the “damage causer” in the event any damage node.

My projectile shots don’t seem to be registering with the object they are hitting, they simply fly through them.

Here’s my blueprint setup:

Any help would be awesome.

Thanks.

I’m not sure how the projectiles are causing damage without looking at the BP for the projectile in that tutorial, but another way you could do it is like below with Tags.

Using the First Person Template as an example, tagging the Projectile with something and doing an Overlap Check for the actor with that Tag, you can reduce “Health” that way too.

There’s a bunch of different ways you could handle it. As for your example, you’d have to look at the collision properties of the barrel you are shooting at and potentially the projectile as well and see what they are set to.

Hope this helps,

-W

That worked like a charm, I didn’t realize that UE4 had the tag field, it’s kinda hidden, I had to just do a search for “tag” on the projectile, but it came up and it’s working now.

Thanks!

Hey. I was trying to copy your thing but how did you get that shape cube thing?

I have a projectile that comes back to me like a boomerang but i want the proj to damage the Ai that spawn. how do i make the projectile not kill me when it comes back ?

Hey Deathstroke101-

Depending on how your damage calculation is setup, you can have the projectile cast to whatever it hits/overlaps and check that what it’s casting to is an enemy. If it is, then call the damage function for the enemy.

What if you want to have a specific damage per projectile exemple : 7,62 bullet inflict 29 dmg but 9mm does 16 :I

the Damage from the Actor that hit you. Preferably via Interface call.