Zombie Claw Attack
In this tutorial, we'll guide you through the process of creating a rapid zombie claw attack that triggers a Niagara system upon hitting a target within an animation sequence. Our chosen Skeletal Mesh
Last updated
In this tutorial, we'll guide you through the process of creating a rapid zombie claw attack that triggers a Niagara system upon hitting a target within an animation sequence. Our chosen Skeletal Mesh
Last updated
Add “Mnh Tracer Component” to Actor
Add New Tracer on Mnh Tracer Component details panel
Setup Tracer parameters;
Tracer Tag → Create new tag with name “Zombie.Claw”
Tracer Source → Select “Physics Asset”
Socket or Bone name → “hand_r”
Draw Debug Type → Select “For Duration”
In the BeginPlay, utilize the "Initialize Tracers" node to correctly set up the Tracer Source. Ensure that the Tracer Source is aligned with the SK_Manny_Simple Skeletal Mesh. Also ensure that Tracer Tag is “Zombie.Claw”. It must match the Tracer Tag setup in Tracer parameters.
Following the initialization of Tracers with the "Initialize Tracers" node, proceed to call the "Start All Tracers" node. This ensures that all Tracers are activated and ready for hit detection. Subsequently, play the designated animation to execute the zombie claw attack.
Connect Spawn Emitter at Location node to On Hit execution pin, supply Hit Results Impact Point as emitter location.
Run the game, and now your zombie character will execute the animation, triggering the zombie claw attack, and successfully registering hits with the configured Tracers.
Note that when playing a looping animation, the default settings may result in the zombie registering only the first hit. To ensure that the system registers hit during animation replays, integrate the "Reset Hit Cache" node at the beginning of each animation loop, allowing the system to refresh and capture hits throughout subsequent replays.