UE4 Replicated Grenade Dismember Damage with Visual Blast Radius

Опубликовано: 17 Октябрь 2024
на канале: Ian Walsh
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the replication of animation montage/notifies with grenade throws was quite a challenge. countless trial/error, but finally found a working solution. i wanted to also ensure the random limbs dismembered were the same for all players. also setup a material thats radius is based off the grenades blast/radial damage visualizing where damage would happen. I've already setup the logic to hold/cook throwables/grenades, but next up, ill be adding predictive pathing of the grenade while the player holds down the grenade throw. The horrible bleeding/stretching of the decals based on splatter output is still a WIP. UE4 doesn't make it easy to have a wall and floor split a decal, whichever surface i set the decal to, any potential bleed on the intersecting surface will fucker it up/stretch. which means ill have to encase each decal blueprint within a bounding box and check for multiple hit surfaces, and act accordingly. however, the dismember/gore and blood decals are the most taxing on performance, so i continue to improve that. Im running a 4K monitor with a RTX2080ti, but decals and particle effects are still my greatest nemesis.