Create a Role playing game in Unreal Engine Part 27 - Damage improvements

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This is the series to watch if you want to create a role playing game in Unreal engine with rich, deep RPG systems and advanced functionality.

In this episode we will be improving how we deal out damage to hit actors.

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This was straightforward and made a lot of sense!

andreww
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Lovely!! Where would you recommend putting damage calculation based on stats? Is this a topic that is going to be covered? Thank you, this series rocks!

emirisik
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i put the clear on stop damage detection so that the array is empty after the attack. Both work but to me it makes no sense to carry around the dead actors valuables in the array.

josephsnyder
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I personally liked the damage given in the previous setting. With a sword having a full slash going through the body causing more damage makes sense. This series is very advanced for me but I'm curious what is the best way to give damage based on a sword contacting certain body parts?

nordicwillness
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event take any damage is on a base actor or pawn class, so binding the on damage is no different than binding an event for the health bar we made earlier... that what is being shown here...?

josephsnyder
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Just a question on Dealing damage and storing the value in the attribute in this example you resolve the attribute by base +/- delta * Multiplier but if we use base as you have to modify for incoming damage wouldn't this be multiplicative e.g. 100 health minus 10 damage = 90 health (On resolve attribute using 90 base +/- 0 delta and multiplied by 2 as an example = 180 which is double damage is not!? )

smartay
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I double checked everything and it still doesn't seem to stop from multi-hitting. Is there another way to do this that doesn't seem to skip over adding the actor and checking against it?

joeanrachelmiller
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