Deal damage along shape/mesh etc

I want to deal damage along an arbitrary shape which should work like a damage volume in a way.

More specifically:

a) Let’s say I want to hit a destructible wall and make a star pattern hole in it. I’d imagine I’d use a star shaped mesh that deals damage to anything it intersects?

b) Imagine I have a powerful beam that doesn’t deal damage only to the first thing hit (as would happen with a line trace and radial damage for example or a projectile) but i want it to deal damage to everything in an imaginary cylinder around a straight line ahead of me (So all buildings for example would have a hole in a straight line one punch man style). Again I would imagine I use a cylinder and apply damage to anything in it?

Is this possible or do I need to do this another way? Would I need to trace everything manually and apply some kind of damage to every point separately? I dont mind if it’s in c++ or blueprint I just want to know whether I can use a custom shape to define where damage is dealt.

no ideas? I’m still searching for a solution :frowning:

There diffrent type of traceing called Sweep

https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/Engine/UWorld/SweepMulti/2/index.html

But it’s limited to specific shape selection, thats because the way that tracing is computed, complex shape collision computations are… well complex :stuck_out_tongue:

Alternativly you can apply damage via collision overlap, you can get all overlaping actors via this function:

But this might be too heavy function to do on tick.

I linked API refrence, but those functions are on blueprint also

Hmm seem to do the trick thanks. My only problem is that the destructible mesh only registers multiple collisions after it’s been fractured so the first shot only gets 1 hit. Any idea if I can start with a fractured mesh? (or I could cheat and trace twice)