[Melee] Use attached meshes in damage system
complete
T
Timmy
Example:
- There's 2 meshes, mesh "A" is used by the melee class, mesh "B" is attached to mesh "A"
- When I run an attack animation with the melee weapon, I want to use both mesh "A" and "B" to find targets, and not only mesh "A"
Currently if mesh "B" hits a character during the attack animation it'll do nothing, but if the same character is hit by mesh "A" he'll take damage
I'd like to have both meshes to be used by the damage system, and was wondering if it'd be possible
T
Timmy
Could meshes attached to an attached mesh also be used for damages?
GTNardy
Timmy: is that ever possible? (attaching to attached mesh)
T
Timmy
GTNardy: Yes it is
GTNardy
Timmy: How do you do that? 👀
T
Timmy
GTNardy:
actorB:AttachTo(actorA)
actorC:AttachTo(actorB)
GTNardy
Timmy: ah I see, so you meant attaching an actor to the Melee, I think this case is more complicated, why don't you use the AddStaticMeshAttached instead?
T
Timmy
GTNardy: Because I need to call some methods on the attached meshes (
SetMesh
, SetScale
, and some other stuff that I can't do with AddStaticMeshAttached
)GTNardy
complete
Attached Static Meshes to the Melee will be used to calculate the damage collisions now!
T
Timmy
GTNardy: Thanks!!!