In this tutorial, I will show you how to fill in the functions created in part 1 to have a functioning trace that can return its hit results and interpolate spaces between the current and last frames.
Timestamps:
00:00 Intro
00:32 Setting up for MeleeTrace
01:26 Setting up for SetTracePoints
01:45 Get Socket Locations
05:19 Calculate Trace Points
09:33 Set Trace Points
11:07 Melee Trace Function
13:56 Anim Notify State
17:51 Correction in Blueprint Interface
20:14 Adding to Animation
22:05 Draw Traces
24:26 Initial Test
25:08 Resetting Trace Points
26:46 Testing Low Framerates
28:08 Parameters from Game Design Perspective
30:24 Outro
Software used (in order):
Unreal Engine 5
I hope you will join me for part two, where we will add functionality to process hits, as well as sweetspot and bounce mechanics.