BPAC_LPSP_PCH_Melee
Introduction
The Melee Component Blueprint, denoted as BPAC_LPSP_PCH_Melee, is a fundamental blueprint housed within the asset that serves as the cornerstone for defining the melee component. Functionally, this component is designed to enable the infliction of melee damage through the precise execution of specific linetrace and damage functions.
The crux of the Melee Component Blueprint lies in its seamless integration with the Melee AnimNotify, which is strategically placed within knife attack animations to facilitate the successful execution of melee attacks. It is important to note that this blueprint is not only integral to the effective implementation of knife attacks, but serves as a vital resource for the execution of other forms of close-quarters combat as well.
If you seek to access the Melee Component Blueprint, it is conveniently located at the following path: LowPolyShooterPack/Core/Characters/BPAC_LPSP_PCH_Melee.
Editable Variables
Base Damage:
The variable labeled as "Base Damage" in the Melee Component Blueprint refers to the fundamental amount of damage that will be inflicted by melee attacks executed through this component. This value serves as the foundation for all subsequent damage calculations and determines the baseline strength of the melee attack.
Surfaces Handle:
The variable denoted as "Surfaces Handle" within the Melee Component Blueprint is a reference to the specific type of surface effects that will be left behind after a melee attack is performed using this component. This critical variable is utilized in conjunction with materials models to simulate the physical impact of the melee attack on various surfaces, adding a layer of complexity and realism to the game's combat mechanics.
Trace Radius:
The "Trace Radius" variable in the Melee Component Blueprint is responsible for dictating the radius of the trace performed when executing a melee attack through this component. This trace serves as the primary mechanism for determining whether a successful hit has been made during the melee attack, and the trace radius must be carefully calibrated to ensure that hits are registered accurately and consistently.
Range:
The "Range" variable within the Melee Component Blueprint refers to the maximum distance at which a melee attack executed using this component can successfully hit its target. This variable is of utmost importance when it comes to balancing the gameplay mechanics, as it plays a crucial role in dictating the spatial dynamics of close-quarters combat.
Impulse:
"Impulse" is a crucial variable within the Melee Component Blueprint, as it determines the amount of physics impulse that will be applied to objects that are struck by a melee attack executed using this component. This effect is a critical element in creating a sense of realism and immersion within the game, as objects will behave in a realistic and physically accurate manner in response to the melee attack.
Damage Type Class:
The "Damage Type Class" variable within the Melee Component Blueprint specifies the particular type of damage that will be inflicted by a successful melee attack executed using this component. This variable is defined by a classic Unreal-Engine Damage Type class and is responsible for governing the nature of the damage inflicted, including factors such as damage resistance, damage multipliers, and damage type interactions.
Private Variables
Character:
The "Character" variable in the Melee Component Blueprint is a critical reference to the Character owner of this component. This reference serves a multitude of purposes, including the retrieval of key values and information from the Character owner, such as its current camera component, third-person status, and other essential parameters.
The "Character" reference is essential to the accurate and efficient operation of the Melee Component Blueprint, as it enables the component to access and integrate critical information from the Character owner.
Third Person:
The "Third Person" variable in the Melee Component Blueprint is a fundamental boolean value that is set to "true" when the Character owner is currently in a third-person perspective. This value plays a critical role in the component's operation, as it determines the proper execution of various melee attacks and ensures that they are rendered correctly within the third-person perspective.
Hit Result:
The "Hit Result" variable in the Melee Component Blueprint serves as a vital reference to the hit result of the last successful melee attack executed using this component. This value is critical in tracking the success and effectiveness of the melee attack and serves as a key component in facilitating the game's combat mechanics.
By storing this reference to the hit result of the last successful melee attack, the Melee Component Blueprint can accurately and efficiently calculate the impact of the attack and apply damage, effects, and other critical game mechanics in response.
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