Comments (5)
Hey @Yukkitio, if you want the trace to be detected on specific components, the best way to do that would be to create a new trace channel in project settings and then use it in the Melee Trace Settings tab (https://github.com/rlewicki/MeleeTrace/wiki#project-settings). In your case, I'd recommend setting default response to the trace channel to Ignore
and then for every component you want the trace to collide with, change the response to Block
.
Hope this helps, let me know if you need further help!
from meleetrace.
You need to search for Collision
under Engine
category. There you can create new trace channel. For more information on how collision channels work please refer to the engine docs: https://docs.unrealengine.com/4.26/en-US/InteractiveExperiences/Tracing/Overview/
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Sorry i don't understand how i could do it cause in project setting there is no Ignore.
Or In my Dummy BP ? I'm still learning BP ^^'
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Piggybacking here ~
So to clarify - I have made a collision channel for all of my abilities (projectiles, etc., that need to overlap with enemies hit boxes - not their skeletal meshes). I should make a separate channel specific to the Melee Trace, and then customize the settings of that channel to only interact with the hitbox's collision channel? 🤔
Will the hit events occur on overlap or only on Block?
from meleetrace.
Hey @sethseth2. I'd say it's the other way around. So if you want to have a full control over what the trace is detecting I would suggest the following:
- Go to project settings, collision and create new trace channel, call it e.g.
Melee
orMeleeTrace
. Set it's default response toIgnore
. - Now unfold the
Presets
and open the ones you are interested in and modify them toBlock
theMelee
trace channel. - If you have new type of objects like bullets or abilities you can create new preset for each of them and set collision to
Block
.
Answering second question - only blocking is detected as overlapping only affects physics, it does not affect tracing (unless you specifically trace for overlaps which is possible).
Hope this helps you a bit, in case of further questions please don't hesitate to ask!
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Related Issues (14)
- Is it possible to use the plugin in UE 5.1.1? HOT 9
- StaticMesh support? HOT 5
- Request HOT 3
- Example project? HOT 4
- Default Trace Density 5 is too low HOT 5
- Component trace never starts HOT 5
- Allow to override default trace channel per component bases
- Create latent node for listening for hit detection HOT 1
- Allow start and end trace to be called from blueprints
- UE5 5.2 Crashing HOT 7
- Crash when using Live Coding with Melee Trace in C++ HOT 4
- Incorrect 'Location' returned by 'OnTraceHit_Event' HOT 11
- Editor errors, property is not initialized properly. HOT 6
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