UE4 Damage, Fire Modes, Crit & Headshot

Опубликовано: 07 Январь 2025
на канале: Ian Walsh
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Integrated scrolling damage text which spawns on location hit, only visible to the player that dealt the damage. On projectile hit, system checks what bone/location was hit, and weapon contains min dmg, max dmg, crit chance, crit multiplier(white=base, yellow=crit, red=max/headshot). Also, the weapon has a max effective range, and a damage falloff multiplier. All variables can be adjusted on a per weapon basis. For this example, max range for the weapons is 1000units, while projectiles in world will only ever travel a max of 10,000units, and based on vector length, the falloff is multiplied by the difference in distance of max avail range of that weapon. this is showcased mostly with headshots. crits are set to be 1.5 of min/max possible of random (float in range), but headshots are (max dmg * crit dmg) * 1.5. so max possible in ideal for this test condition is 16 dmg. the further away i get from target, the less dmg i do against target. shotgun/buckshot firemode currently spawns 7 particles with random rotation points within range at the muzzle tip. At the end of vid, i also showcase the initial early stages of melee/sword/dagger equip.