> 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/documentation/blueprint-nodes.md).

# Blueprint Nodes

### Initialize Tracers

Serves the purpose of providing the Tracer Source object to a Tracer. For AnimNotify and Physical Asset Tracers, users must supply the Skeletal Mesh as the Tracer Source. In the case of Mnh Shape Component Tracer, users are required to supply either "Mnh Box," "Mnh Sphere," or "Mnh Capsule" as the Tracer Source. This ensures proper configuration of Tracer Source objects for respective Tracer types. Initialize Tracer’s node is expected to be called at BeginPlay. For dynamically added Trace Sources, like weapons, it is essential to re-execute the "Initialize Tracers" node. This ensures that the system is updated with the new Trace Sources

### Start Tracers

Commands the Tracers to initiate Hit Detection Traces. This node can activate multiple Tracers simultaneously, which is why it can accept more than one Tracer Tag. The "Reset Hit Cache" function, as the name suggests, clears the Hit Cache utilized for hit filtering.

<figure><img src="/files/mkX4WivLkMPuuuabKnZp" alt=""><figcaption></figcaption></figure>

### Start Tracers Event

Works in similar fashion to Start Tracers node but comes with built-in execution pins that fire on hit detection. Upon successful detection, the system automatically triggers the "On Hit" execution pin, providing output data such as "Tracer Tag," "Hit Result," and "Delta Time." The output from the Tracer Control Node can be utilized to prevent the event from firing again, offering control over the Tracer execution flow.

<figure><img src="/files/tTQ4S4upA7XKA20FOd6B" alt=""><figcaption></figcaption></figure>

### Stop Event

Halts execution of “On Hit” events when called on “Tracer Control Node” output.

<figure><img src="/files/6WgskyGzcjUfTgDjrc1Q" alt=""><figcaption></figcaption></figure>

### Start All Tracers Event

Functions identically to “Start Tracers Event” but automatically activates all available Tracers. This approach eliminates the need to specify individual Tracer Tags

### On Tracer Hit Detected

Operates similarly to "Start Tracers Event" nodes, with the distinction that they exclusively listen for Hit Detections without initiating the Hit checking process.

<figure><img src="/files/CCrPZflgmZWrz2jX7pdX" alt=""><figcaption></figcaption></figure>

### Stop Tracers & Stop All Tracers

The counterparts to the "Start" methods, these commands instruct the Tracers to cease checking for hits.

### Reset Hit Cache

Empties the Hit Cache, which is a storage mechanism used to keep track of previously hit Actors during the hit detection process. This operation effectively clears the stored hit information, allowing the system to start fresh in terms of hit tracking and filtering.

An example of how these nodes interact with each other; This sequence outlines a scenario where hit detection is initiated, triggering an event to spawn a Niagara emitter upon detection, and then stops checking for hits after a 5-second delay.

Anim Notify State - Mnh Activate Tracer: Not to be confused with Anim Notify Tracers, it commands Tracers on the owner actor to start and stop based on the designated timeline, providing a way to manage Tracer behavior within the animation.


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