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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? alt text

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? alt text

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.

Product Version: UE 4.10
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asked Feb 27 '16 at 02:27 AM in Blueprint Scripting

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Akastus Venedict
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avatar image Akastus Venedict Mar 01 '16 at 04:50 PM

no ideas? I'm still searching for a solution :(

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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 :p

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

https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/GameFramework/AActor/GetOverlappingActors/index.html

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

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

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answered Mar 02 '16 at 01:17 AM

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Shadowriver
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avatar image Akastus Venedict Mar 02 '16 at 03:10 AM

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)

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