-
Notifications
You must be signed in to change notification settings - Fork 13
Home
Important
Procedural physics-driven hit reactions for skeletal meshes!
Browse this Wiki using the sidebar to learn how to make use of ProcHitReact.
Tip
Incredibly Easy 😌
Add a component, assign the AvailableProfiles you want to use, and call HitReact() on it -- Too easy!
Important
Supports UE5.3+
Tip
Generally to build a complete hit reaction system you require multiple 'ingredients' to get a good result
The bare minimum actually doesn't involve ProcHitReact, for that you would generally only require hit reaction animations. This of course assumes that you want a generic 'get hit by melee weapon' or a 'get shot by rifle' response.
For a complete hit reaction system, you can combine hit reaction animations with ProcHitReact. ProcHitReact then adds variation and flavour to the hit reactions. This creates a dynamic system that feels alive!
And taking it a step further, you would likely have multiple tiers of hit reactions: Hit Stun, Stagger, Knockback, Knockdown, etc.
Of course there are also plenty of cases where ProcHitReact alone can give great results, like running too fast into a wall or bumping into another Pawn.
This could be a long and complex topic, so the only goal here is to get you thinking about how to build a great system, and ProcHitReact provides the most complex of those ingredients for you.
Note
There are many other classes and structs used by ProcHitReact, only those responsible for the core functionality are presented here
This component is added to an actor, and handles the overall processing of Hit Reacts. For most users, this is all you need to know about.
The details panels has properties you use to customize the global Hit React behaviour and make profiles or bone data available for use.
You can subclass to implement further functionality or override existing functionality.
The core logic processor of individual hit react applications.
A powerful and customizable state-based interpolation handler struct. Used by FHitReactPhysics to interpolate blend weights.
