Trace Sources
The Trace Source options offer customization for determining Tracer shapes and updating shape parameters during each tick.
Last updated
The Trace Source options offer customization for determining Tracer shapes and updating shape parameters during each tick.
Last updated
Selecting Physics Asset automatically reveals a field named "Socket or Bone Name.”
Input the bone name (e.g., "hand_r" for the default UE5 mannequin) to match the shape of the Tracer to connected physics asset.
Ensure proper initialization in Begin Play by providing a skeletal mesh containing the specified bone.
Mnh Shape Component allows for settıng up hitboxes through collision components.
Add "Mnh Box," "Mnh Capsule," or "Mnh Sphere" based on preferences.
In this example, “Mnh Box” is chosen. And is attached to StaticMesh
Adjust the transformation parameters of Mnh Shape Component as desired.
Supply Mnh Trace Shape component as the Tracer source using the Initialize Tracer function in Begin Play.
Allows for denotation of hitboxes within Animation Sequences
Locate the specific points in the timeline where you want to trigger the "Mnh Anim Notify Tracer" Notify State. These are typically moments in the animation where an attack happens. Such as sword swing.
Right-click on the desired timeline frame where you want to add the Notify State.
From the context menu, select "Add Notify State" and choose "Mnh Anim Notify Tracer."
Adjust Tracer parameters to achieve desired hitbox.
Make sure you set Skeletal Mesh as the Trace Source in BeginPlay