What is the moast common way of making games?

Hello, i am a beginner on Unreal Engine, and started to understand a bit of blueprints and collisions and so on… My question is this. Lets say you make a rpg game (the old style, where you fight monsters, and the monsters ofc attacks you back).
I never been into this so it might be a stupid question :D. I found out that i could use collisions from a projectile or what ever that hits me.
But some how i started to think about maybe it would be more easy make the game “fighting” without collisions? i mean lets say i jump into a monster (well maybe 1 collision that tells that the monster should start fight) but instead of physical hitting me (and subtract some hp from a bp)i use a random generator that simulate it hits me…lol hard to explain but i hope you understand what i want to ask?.
Is that a common way to make games or does all fights use real collisions?

Impressed how many answers you get on this forum :smiley:

If you don’t care about actors actually hitting each other, but you want to control it from design, then I’d do the following.
The monster has an attack animation, which is played when the monster… well, attacks. Store somewhere what target did it start attacking. Make an event (AnimNotify) when you want your attack to hit, and call your monster’s “DealDamage” ( or something like that ) function.

In the DealDamage function, get your stored target, can calculate distances( let’s say the player moved away with a blink skill, then you don’t want to still getting hit by a far away monster ), calculate miss-dodge chances, and if everything ok, then calculate the actual damage, and call the damage function on your target.

Unreal has built in damage system, but I prefer implementing my own.

I’d make a “TakeDamage” function, with damage value, and attacker parameter, and lower my stored HP value by the amount, and if it reaches zero, then my character dies.