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Plex - Shape Sweep Hit Detection ilanı için 1. medya

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An Unreal Engine plugin for hit detection using editor-defined collision shapes.

Features

  • Custom asset editor - define and preview Sphere, Capsule, and Box shapes directly on a mesh

  • Component visualizer - shapes preview as color-coded wireframes in the Blueprint and level editor viewports when the component is selected

  • Multi-shape support - stack any number of shapes per weapon, each bound to its own bone or socket

  • Skeletal and Static mesh - works on any UPrimitiveComponent, including separate weapon actors

  • Extended hit result - every OnHit includes the full UE FHitResult, attack tag, and shape index

  • Adaptive sub-stepping - sweep count scales automatically with travel distance and shape size, preventing trace gaps at any framerate

  • Multiplayer support - StartTrace is authority-only, ensuring hit detection and damage application run exclusively on the server

  • Debug tools - configurable draw CVars and a Gameplay Debugger category for live inspection

Usage

  1. Add UPlexComponent to your Weapon or Character Actor.

  2. Set Shape Data to a PlexShapeData asset (Add → Gameplay → Plex Shape Data).

  3. Set Trace Channel and optionally Max Hits Per Swing.

  4. Assign Mesh Component via the dropdown.

  5. Call StartTrace/StopTrace from Blueprint or C++, or use AnimNotifyState_PlexTraceWindow in your attack Montage.

  6. Bind to the OnHit delegate to react to hits.

Debug

Plex.DebugDraw 0 - Draw collision shapes each tick while a trace is active

Plex.DebugDrawDuration 1.0 - Lifetime in seconds for shapes drawn each tick. 0 = single frame

Plex.DebugDrawPath 0 - Accumulate per-tick path segments to show the full swing arc

Plex.DebugDrawPathDuration 10.0 - Lifetime in seconds for swing path segments

Shape colors:

  • Green - active, no hits

  • Red - hit registered

  • Gray - cap already full, sweep skipped

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