> For the complete documentation index, see [llms.txt](https://missnohit.gitbook.io/home/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://missnohit.gitbook.io/home/home.md).

# Home

### 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!
