Physical Animation on same blueprint
I am currently setting up a melee combat system and have look into physical animations. For my combat system I am using a set of traces attached to the sword, which allows me to get the hit results etc. All my characters are using the same blueprint, which is giving me a little bit of a headache;
When I try to apply my physical animation blend, it applies it to the character that is hitting, not being hit. How would I go about getting the skeletal mesh of the character getting hit, and applying that to the physical animation?
asked May 22 '17 at 12:29 PM in Blueprint Scripting
I think the piece you are missing is that the Damage event only fires on the instance that receives damage.
Even though they share the same BP, the event only fires on the character that is damaged.
So, for example, if you enable the Physical Animation Component in the Damge event, on the the damaged character will execute that.
Hope that helps
answered May 22 '17 at 04:13 PM
Each character has its own BP, its own mesh, its on Physical Animation Component..
In the weapon trace hit event you get the object that was struck.
Call the apply damage on the object that was hit.
Handle that damage accordingly.
answered May 22 '17 at 02:47 PM
I don't understand what you are asking- Each character has its OWN BP, its own mesh, and its own Physical Animation Component..
The one that does damage tells the one that gets damaged to receive damage.
The one that is damaged has access to its own mesh and physical animation component.
answered May 22 '17 at 02:56 PM
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