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Unreal Engine plugin that enables user to accurately trace melee hits in the game using interpolation between sockets defined directly on the character or weapon mesh.

Home Page: https://www.unrealengine.com/marketplace/en-US/product/melee-trace

License: MIT License

C# 1.04% C++ 98.96%
game-development plugin ue5 unreal-engine unreal-engine-5 unreal-engine-cpp-plugin unreal-engine-plugin

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meleetrace's Issues

Default Trace Density 5 is too low

IMHO, default Trace Density 5 is too low. I just tested (thin cube 10 cm thick) and I didn't receive hit confirmation half of the times (even on 60 FPS). I believe setting Trace Density to 20 solves the problem even on 15 FPS -- no CPU load difference noticed.

Incorrect 'Location' returned by 'OnTraceHit_Event'

Hello,

Firstly, I'd like to acknowledge that while I'm not an expert in UE5, I've encountered a peculiar issue with your plugin.
Here's a breakdown of the problem:

  • The location returned is accurate when using the LINE shape.
  • However, the location returned is inaccurate when using either the SPHERE or CUBE shapes.
  • With the CAPSULE shape, the returned location yields inconsistent results. It seems correct when the hit occurs on the line between capsules, but incorrect when the capsule itself is the source of the hit.

Here are the configurations for the Melee Trace:

image

And for the Animation montage:

image

Additionally, here's the Blueprint AI code:

image

Regarding the location issue, here's an example:

image

As illustrated, the returned location vector in such cases is completely incorrect. Conversely, when using a line, the hit location returned is accurate.

Could you kindly advise if I've overlooked something, or if the issue lies within your plugin?

Note: In the example, I'd expect only one sphere to be drawn, but as observed, multiple spheres are drawn (although this doesn't seem to be the root cause of the incorrect location behavior).

Aside from this issue, I'd like to express my gratitude for your plugin; it's truly amazing and remarkably easy to use.

Crash when using Live Coding with Melee Trace in C++

I keep getting this crash when I try to compile via live coding with MeleeTrace as a dependency. I'm not even calling anything in my Weapon constructor class, maybe except for calling UPROPERTY(EditAnywhere, Category = "Gameplay") FMeleeTraceInfo WeaponTraceInfo; in the .h file

Fatal error: [File:D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp] [Line: 148] We are currently retrieving VTable ptr. Please use FVTableHelper constructor instead.

UnrealEditor_CoreUObject
UnrealEditor_MeleeTrace!InternalConstructor<UMeleeTraceShape_Line>() [D:\RocketSync\5.3.0-27405482+++UE5+Release-5.3\Working\Engine\Source\Runtime\CoreUObject\Public\UObject\Class.h:3597]
UnrealEditor_CoreUObject
UnrealEditor_MeleeTrace!UMeleeTraceShape_Line::MakeLineShape() [D:\build\U5M-Marketplace\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\MeleeTrace\Source\MeleeTrace\Private\MeleeTraceShape.cpp:23]
UnrealEditor_MeleeTrace!FMeleeTraceInfo::FMeleeTraceInfo() [D:\build\U5M-Marketplace\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\MeleeTrace\Source\MeleeTrace\Private\MeleeTraceInfo.cpp:10]
UnrealEditor_MyGameProject_patch_0!AWeapon::AWeapon() [D:\Big Boss\Documents\Unreal Projects\MyGameProject\Intermediate\Build\Win64\UnrealEditor\Inc\MyGameProject\UHT\Weapon.gen.cpp:540]
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_MyGameProject_patch_0!AWeapon::GetPrivateStaticClass() [D:\Big Boss\Documents\Unreal Projects\MyGameProject\Intermediate\Build\Win64\UnrealEditor\Inc\MyGameProject\UHT\Weapon.gen.cpp:334]
UnrealEditor_CoreUObject
UnrealEditor_MyGameProject_patch_0!APlayerWeapon::GetPrivateStaticClass() [D:\Big Boss\Documents\Unreal Projects\MyGameProject\Intermediate\Build\Win64\UnrealEditor\Inc\MyGameProject\UHT\PlayerWeapon.gen.cpp:21]
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_LiveCoding
UnrealEditor_LiveCoding
UnrealEditor_LiveCoding
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll

Request

for the OnTraceHit can you add the hit bone as an output to determine headshots and such?

Allow start and end trace to be called from blueprints

In it's current form plugin doesn't allow to call StartTrace and EndTrace from blueprints. This is partially due to the parameters of these functions not being blueprintable. I'm sure there is a way to work around this constraint and expose these functions in one way or the other.

Allow to override default trace channel per component bases

Currently trace channel is defined globally in project settings. While this streamlines the setup of the components this takes away flexibility of using different channels for different characters or simply different purposes.

Instead we should keep global setting and keep it a default but we should allow to overwrite the default value directly in the component properties.

Create latent node for listening for hit detection

Right now there are bindable delegates for listening for all kind of events however it might come in handy to have an utility in the form of a latent function triggering an event when a hit is detected.

Is always collide with "CapsuleComponent ("CollisionCylinder") "?

I want to make your system dynamic by having a good hitbox system but the system actually trigger a hit when i collide with that but i want to make it collide not on that but on other Capsule Collision (like on the head socket) so he need to not beeing trigger when hitting the Capsule Component.
image
image (2)

Can you help me with that ? ^^'
thanks a lot for this plugin !

UE5 5.2 Crashing

Plug-In crashes the engine when it is asked to do a trace. Normally is functional for a couple of minutes/traces before this. I don't have the project this was happening in anymore but if I have the time I'll replicate it, I already replicated it twice so it seems to be persistent.

Component trace never starts

My weapon it's his own blueprint character and keeps all the attack logic and the melee component, my character only calls it, however, when i attack, the line trace never starts, only seems to work if my weapon is attatched to the player.
Here i attach a picutre of the logic inside of the weapon.
screenshot

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