Simple Collision Question

I would have the overlap event on the sword. Then you just need on overlap apply damage to the other actor pin. Ill try to elaborate more later at work now though

I have a simple collision question. I have an actor with a sword (player). I have an enemy. If I want the enemy to take damage when the sword hits them? How would I do that?

I am in the enemy event graph. I think i have it done mostly correct except for one issue. If the boolean “is attacking” turns true during the overlap, it wont process. How do I get the overlap to only fire when the boolean is true?

JapanMan = Player

I just want to point out that it has to be a specific component on each. idk if that matters. Thank you!

why would you need a specific component on each? that just seems like it would limit your functionality. as long as your hitting the enemy it shouldnt really matter but if thats what your looking to do then you would be best to better describe what your looking to do. it looks like you want the sword to only interact with a hitbox, usually you would just use the characters collision or the mesh.

anyways below is an example of what your attempting to do. when the weapon overlaps with something you check if the player is attacking, if yes then you see if the overlap was an enemy, if it is an enemy then you get their hit box and make sure the component the weapon hit was the hitbox, if thats true then you finally apply damage.

personally i find it a bit restrictive but thats just me. it also really depends on your game i suppose.

The reason i need that is because there are other collision boxes the player cant see in game that activate different things in the actor, a simple overlap would mean the player could hit the enemy from very far away. I see what you did, you have the branch check FIRST that the player is attacking. Interesting.

the isAttacking check is just so the overlap cant occur when the player is just walking around. you could also disable collision on the sword when not attacking which would accomplish the same thing. i actually had a melee system before that worked on line traces and used anim notifies to determine when to begin tracing the weapons path, the result being it could only apply damage when it was in the powerstroke of the swing.