Trace position of any static mesh and see what it collides with.
-- 5.4 update pending --
Damage System (MWDS) a.k.a. Static Mesh Tracing Plugin lets you trace the position of any static mesh component as it moves and see what it collides with. But isn't the default in engine collision enough? No it isn't. Non root components (attached to other objects) are never sweeped (traced), this means they do not move 'continuously', but teleport between locations. For this reason they will never trigger 'on hit' (only sweeped can do this) and they will trigger 'on overlap' unreliably (when it happens that component will teleport inside another object and not past it).
This plugin remedies this. Any component can be traced and you get robust collision info on each hit.
I’ve created it for my Hack and Slash game for white arms, but it can be used for just about any static mesh.
Changelog and migration guide btwn versions
Example - Collision detection for boss battle like in Dark Souls
support: [email protected]
Code Modules: GGStateComponentPlugin (Runtime)
Number of Blueprints: 0
Number of Components: 1
Number of C++ Classes: 6
Network Replicated: No
Supported Development Platforms: Should work on all but tested only on Win64
Supported Target: Build Platforms: Should work on all but tested only on Win64
Additional Notes: This is code only plugin, no assets are included.
Documentation: Documentation