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Miss No Hit Plugin
Miss No Hit performs traces against the entire volume of the Hitbox, leaving no gaps for missed hits. It is optimized for efficiency, utilizing cache-friendly, multithreaded core logic written in C++ capable of processing thousands of tracers simultaneously.
Traditional collision checks using overlap events may miss hits under fast movements or varying frame rates. Miss No Hit offers a robust solution without introducing additional processing burdens, ensuring no missed hits.
Key Features:
High Performance: Built around hardware optimization, utilizing multithreading, memory pooling, and tick aggregation for minimal impact on game performance.
Intuitive Blueprint API: A user-friendly interface that automatically reveals relevant options and hides clutter, offering clear and concise details panel for ease of use.
Customizable Trace Settings: Exposes trace settings for precise control over collision checks.
Flexible Tick Behavior: Customizable tick behavior including tick-by-distance, fixed-rate tick, and match game tick modes.
Hit Filtering Options: Control over hit registration for tailored gameplay experiences.
Versatile Integration: Can be controlled through C++, Blueprints, or Anim Notifies, meeting your needs across development workflows.
Change Log:
v1.3 (UE5.4 & UE5.3)
Updated properties system that has significantly improved support for inheritance and will allow for easier extension in future. Please port your tracers to Tracer Configs system.
v1.2
Anim Notify Tracers now support sockets.
Anim Notify Tracers hitbox can now be adjusted in world-space coordinates. This makes it far easier to adjust hitboxes.
Static Mesh Tracer: Automatically generates hitbox from two sockets on static mesh.
Skeletal Mesh Tracer: Similar to Static Mesh Tracer but will also adjust hitbox size at runtime.
Each substep now registers hit separately. This allows for more accurate damage over time calculation at low fps scenarios.
BP functions for adding new tracers at runtime.
BP functions for adding actors to ignored actors list.
Group Activation: Allows multiple tracers that share same tracer tag to be activated & deactivated at same time. Grouped tracers must share same source object.
Runtime memory consumption of system reduced by ~20%
Revamped documentation page to offer better navigation experience.
v.1.1:
Added "Use Precomputed Path" for Anim Notify Tracers. This allows sub-stepping through animation data, which decouples trace paths from game fps completely, offering perfect trace paths regardless of FPS. However, it is not compatible with dynamic animation logic.
Added "Static Mesh Sockets" Tracer Source, allows for denotation of Hit Box via sockets on Static Meshes.
Miss No Hit core is now multi-threaded! Brings significant performance improvements, allowing Mnh to support over 1 million traces per second within few milliseconds of compute budget!
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